Went for something a little bit lovecraftian in this little 10 minute Unity + Blender creation.
The lighting took forever because the meshes are so large, but you get that nice silky smooth realtime GI effect with all that nice emissive blue lighting. The entire scene without optimization only has 25 set pass calls and that could easily be reduced. The one problem I had with lighting is that you’ll see a shadow towards the back of the scene that is completely covered up by the emissive track. It looks out of place. I don’t know any way around that with the way Unity handles emissive materials and lighting, so I would probably just modify the scene so that the geometry doesn’t cast a shadow over the emissive section.