Context
Environment reflection is currently a sky/ground-color sphere approximation in standard.hlsl — every metallic or glossy PBR surface inside a windowless horror interior reflects the outdoor sky, which reads as deeply wrong in dark rooms. SSR is deferred to backlog by design; baked local cubemap probes are the standard cheap indoor fix and have no ticket anywhere.
Goal
ReflectionProbe component: bake a cubemap at the probe position in-editor, store it with the scene, and sample the nearest/blended probe for specular IBL instead of the sky approximation.
Acceptance Criteria
Technical Notes
Reuse AssetPreviewRenderer-style offscreen rendering for the bake; prefilter with a compute or pixel-shader mip chain (GGX importance sampling).
Dependencies
- rendering: post-processing framework (offscreen infrastructure, soft)
Context
Environment reflection is currently a sky/ground-color sphere approximation in
standard.hlsl— every metallic or glossy PBR surface inside a windowless horror interior reflects the outdoor sky, which reads as deeply wrong in dark rooms. SSR is deferred to backlog by design; baked local cubemap probes are the standard cheap indoor fix and have no ticket anywhere.Goal
ReflectionProbe component: bake a cubemap at the probe position in-editor, store it with the scene, and sample the nearest/blended probe for specular IBL instead of the sky approximation.
Acceptance Criteria
Technical Notes
Reuse AssetPreviewRenderer-style offscreen rendering for the bake; prefilter with a compute or pixel-shader mip chain (GGX importance sampling).
Dependencies