Can I cache results of DynamicGI.UpdateEnvironment?

I am using Unity to render some data for a Computer Vision problem.

I want to be able to change the HDR environment cube-map texture at run-time, and still get nice environmental lighting.

I know I need to call DynamicGI.UpdateEnvironment() to update the image-based lighting effects, but this call is rather slow.

My scene geometry consists of dynamic meshes.

As I will have a fixed number of environment textures, is there a way of caching or pre-computing the image-based-lighting maps so I can avoid the expensive UpdateEnvironment call? Or is there a way to set the diffuse and specular image-based-lighting components manually?

You can call RenderSettings.ambientProbe to get the current lighting probe, which you can then assign to a variable for later use.