So I’m passing a reflection probe cubemap to a custom shader which mostly works but I’m not sure what values to pass to the shader function Unity_GlossyEnvironment for the hdr parameter.
UnityStandardBRDF.cginc uses this:
half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, reflectionVector, 1-oneMinusRoughness);
but where do the unity_SpecCube0_HDR values come from and what should be used in it’s place for a custom reflection probe?