I have an issue when combining light estimation with reflection probes in ARFoundation. The thing is that when based on light estimation I turn all my lights ( including ambient ) to zero, all the reflective objects remain untouched by this - meaning they are visible as with lights’ intensity set to 1. I figured the issue is they still receive cubemap from reflection probes taken from fully lit environment.
For now I overcame this with controlling negative emission on reflective material through global property of a custom shader. Doesn’t feel as a most elegant solution though.
I’m using custom shader but the same thing happens on standard shader and I wanted to leave specularity / metallic properties intact. I’ve found another solution for this issue. Instead of tinkering with emission, I’m now altering intensity of reflection probes base on estimated lighting. Works perfectly.
I tried that at first but for some reason it didn’t work on reflection probes placed by the ARReflectionProbeManager. So I ended up with keeping track of these reflection probes and changing the intensity directly on them.