Yeah, I’ve actually made a very incomplete mock-up of what I’m trying to do, but it’s just using a single cube map texture asset since I haven’t completely worked out how to manage this with actual reflection captures. Some tips regarding passing depth through the alpha channel would probably save me a lot of time. Replacing the existing parallax correction turned out to be pretty easy, so I think depth is the only missing piece.
I’m hoping that this approach will be equally applicable to both reflections and diffuse, assuming it actually works at all and with acceptable quality.