Adding a custom Reflection map to a scene
Whereas Unity Legacy Shaders use individual Reflection Cubemaps per material, the new Standard Shader gets its reflection from the scene's Reflection Source, as configured in the Scene section of the Lighting window. The level of reflectiveness for each material is now given by its Metallic value or Specular value (for materials using Specular setup). This new method can be a real time saver, allowing you to quickly assign the same reflection map to every object in the scene. Also, as you can imagine, it helps keep the overall look of the scene coherent and cohesive. In this recipe, we will learn how to take advantage of the Reflection Source feature.
Getting ready
For this recipe, we will prepare a Reflection Cubemap, which is basically the environment to be projected as a reflection onto the material. It can be made from either six or, as shown in this recipe, a single image file.
To help us with this recipe, it's been provided a Unity package, containing...