Although I would love to sometimes be able to choose which faces not to render, I think a cubemap is not what you’re looking for here. You definitely need some dynamic planar reflection system for your water which would be a single render per frame. The problem is that you need a custom script to capture the reflection and a special water shader to then render it. Pretty sure there are lots of existing solutions on the forum and on the asset store. If you’re using HDRP then it’s already built-in.
Yeah I think you are right. I was actually going to try and combine a planar shader I bought with the water shader, why use cube if I can figure out how to use the planar texture instead. Nit only does it reflect everything but it also runs pretty fast, I think maybe faster than a realtime reflection probe.
I know. LITTLE bit about shaders so this is a good time to learn. Ill leave in the realtime reflection probe for now (im not HDRP so no planar probes but I did red about them and think it sounds great)