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.
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.