Why do my reflection probes have zero contribution to diffuse lighting?

Contribution to diffuse lighting on surfaces from the blurred reflection probes already available for specular contribution seems like an obvious choice for colored rooms in my game, where ambient global light is out of the question.

Why can’t I find an option for this? Are reflection probes handled completely in post? Can I get access to the closest reflection probe from within the shader?

I sadly can not make use of the GI system due to my game being completely procedural in nature. No baking possible.

Any advice would be great! Thanks.

You’re supposed to use light probes to get diffuse lighting on surfaces.

Unless I am mistaken, light probes have never been an option for run time baking. It also seems very wasteful to bake light probes during user load times when I have already baked blurred reflection probes that can be used to a very similar effect.

They are much cheaper and you can have a lot more in the scene that cubemaps. Having more means the lighting will be more accurate as well.

They do update at runtime as well.

My mistake then! Thanks for the advice, I will look into them!