Description
Custom materials with a non-zero "metalness" would normally reflect the environment in some way. However, no environmental map is set, causing the material to show up darker (or pitch black in extreme cases) instead. A simple generated environmental map may render the metalness more convincingly, though it should be kept optional for performance reasons.
Minimum Acceptance Criteria
[ ] An option to flag a material with metalness as reflective in the editor.
[ ] If a reflective material exists (and the client's graphics settings enable this), a cube map should be rendered once at run-time, based on the map's current environment. This cube map is to be used by said material.
Description Custom materials with a non-zero "metalness" would normally reflect the environment in some way. However, no environmental map is set, causing the material to show up darker (or pitch black in extreme cases) instead. A simple generated environmental map may render the metalness more convincingly, though it should be kept optional for performance reasons.
Minimum Acceptance Criteria