I am currently working on a project that has generated terrain using the procedural mesh component. As a result I’ve had to create hacks add back rendering features such as some rudimentary GI using emission to bring back ambient lighting. Since I’m using a procedural mesh to generate the environment, nothing get captured by the reflection captures and simply using them renders dark area of the world far to bright. My solution was to use a render target to add back reflections on certain surfaces. As a result having all surfaces add back ambient light with emission I am more than capable of using a render target cube to fake reflection at a high resolution every frame by not using deferred lighting in the capture.
Simply put the effect works so well (Or at least a lot better than no reflections at all) That I wish I could just use a the render target as a cube map for a sphere reflection capture so I can take advantage of more features such as screen space reflections and have reflections be global.
Here is water with no reflections.
And here is water using render target for reflections, it’s just a far more convincing result.