I have a scene filled with dynamic geometry, rendered with Graphics.DrawMesh, as well as a dynamic sky that changes according to time of day, with the ambient source being set to the skybox.
My problem is that there’s no ambient lighting on the dynamic geometry at all.
I have a directional light, with the default procedural sky, and a single global reflection probe, and a single light-probe group.
When I have a mesh attached to a mesh-redenderer, the ambient lighting is fine, but the geometry drawn with DrawMesh recieves no ambient at all.
the DrawMesh call does supply a probe origin, and does get reflections correctly. It is only ambient that is missing.
Here is a picture that shows the problem:
The ball and the building are both dynamic. The only difference is the building is done using DrawMesh, while the ball is a GameObject.
Is there any way to solve this besides making several hundred dummy gameobjects at runtime to hold my dynamic meshes?
