As current of using the Indoor Dynamic Environment Maps only work on indoor spaces as the engine projected raycast and use a sphere to render everything inside the room. But if it’s outdoor, the Environment Specular Scale will use the skybox as the cubemap. So my idea is to somehow render the Cubemap manually for each area, and once player gone through it’ll replaces the skybox with the new Cubemap. But the one problem so far is that lack of tools to do so.
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You’d have to upload your own skybox textures and then swap your skyboxes with code, of course your actual sky would be weird but you could remedy this by keeping the top skybox texture the same and then having an extreme case of overcast weather
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