Is there a minimal example, anywhere, that shows how to update a procedural skybox such that objects in the scene are updating their sky environment reflection and ambient (SH) light per-frame as the sunlight rotates.
Consider a scene containing only a camera, a directional light, and a sphere. Suppose that the only directional light (the sun) is set to an intensity of 0.01 so it is almost negligible, and we make the atmosphere on the skybox really thick to exaggerate it
. Suppose that in edit mode the scene looks like [screenshot 1] this when the sun is low to the horizon, and [screenshot 2] when it’s overhead, and assume that all lighting in the scene is coming from environment lighting and environment reflections (which is easy to prove by turning their lighting settings to zero.) We’re not in PlayMode, “auto generate lighting is checked”, and the only difference between the screenshots is that light.Transform.x is changed from 0.0 to 90.0.Now, what exactly do we have to do to make that lighting update identically at runtime, in playmode, on an arbitrary device (possibly ios, etc.) and have the environment lighting (presumbaly internally an SH), and environment reflections update identically to edit mode? Googling reveals a massive number of hits for people trying LightProbes, ReflectionProbes, changing bits of qualitysettings, calling ReflectionProbe.RenderProbes(), etc.
We cannot replicate the behavior identically between the simple case in the editor when auto-update is enabled, and runtime with any combination of things. Half the posts read like people trying things at random then suggesting things work
Things that are clearly not suffient:
Enabling DynamicGI.SynchronousMode.
Calling DynamicGI.UpdateEnvironment
Enabling Dynamic Reflection Probes in PlayerSettings and creating a reflection probe which we set to “realtime”.
It feels like a simple example of placing a sphere in the scene and updating environment as the sun moves should be available in a minimally correct form somewhere.
Unity 2018.4.x.