To my knowledge, there is no such modded canvas. The only rick I know of to avoid dynamic lighting is to set all (or some) of your structure objects to not spawn at start, but rather to spawn a few seconds into the game (they'll spawn before the initial loadout camera is over). These objects will not have lighting generated on them, so perhaps you could work in a way to have one side of the map largely in shadow, and make the other side in the sun by not generating lighting on those items. You should be able to do this to enough objects that the objects which have lighitng generated on them won't be in large enough quantity to break the lighting engine. Zatherla's Foundry remake used this trick.
I must, however, warn you about creating a map segmented by distance rather than line of sight. This was a common theme among classic BTB maps, and to see why this does not work in Halo: Reach and Halo 4 you need look no further than Hemorrhage and Ragnarok respectively. The extreme range of the DMR and light rifle make segmentation by sheer distance almost impossible and also render the shorter-ranged precision weapons (the BR and carbine) almost entirely useless in comparison on these maps. I urge you to ensure your map is structurally segmented to avoid creating any sightlines which are so long that this issue comes into play.
Anyways, good luck with your map. I hope you find this information helpful.