Hello forum, so I have an app that has some sort of real time day cyle which I am building for the Quest 2. To achieve this, I am doing some simple texture blending and for my lightmaps, I decided to simply multiply all the materials color to a given color for that day cycle.
The problem is how to update the reflection probe. I managed to make it work, but currently it is only working in the editor.
Right now I managed to achieve what I want by using the ReflectionProbe.BlendCubemap method, pass my renderTexture and then assign it to the bakedTexture.
Here is the result: Unity_DvJ30tu6he.mp4 - Google Drive
So I am wondering, is that the right way to do it? What should I do to make it work on the build?
Obs: I know there are some assets that do exactly that, I tried the MLS, but had some difficulties due to my project structure. It seems to have some problems with the way Unity arranges multi scenes.
Edit: Since it is now working I will leave my solution here:
Essentially I am blending the reflection probe’s cubemap using a render texture.
On Awake function I create a renderTexture at runtime:
And then this function updates the renderTexture based on a given float value: