Ambient cubemap even though it is just flat ambient term, can really help light local environment (especially if lights are stationary), but current workflow with it, is clunky to say at least. It can also be helpfull with fully dynamic environment if we just capture ambient light, without directional information.
To make use of it you need:
- Place cube capture actor.
- Create cubemap asset in editor.
- Assign this asset to actor.
- Capture cubemap.
- Create static texture from cubemap.
- Place post process volume in place you want you cubemap.
- Assign your cubemap to post process volume.
Repeat 1-7 for every time you need cubemap.
What would be nice is to have new Actor, like “Ambient Cubemap Light/Probe” or something like that.
Actor would peaceable on level.
Basic properties are:
- Capture radius and light radius (these are the same values)
- Light intensity.
Once placed actor would capture cubemap in set radius, and then use it to apply local lighting (ambient), just like post process volume, just without all this clunky steps.
In advanced options, there could standard texture properties (hue, brightness, saturation, RGBCurve, etc. which can be found in any texture options window).