Question: I'm wondering if there's a way to control the reflection probe used by Unity's UNITY_BRDF_PBS shader function. To clarify, I'm aware that the Renderer class has a probeAnchor property that can be set to a transform, but this will not work for our case. The problem/use case: We allow the player to customize paint finishes in the game. We display UI graphics for several paint presets. These UI graphics use a normal map to display the glossiness of the paint, so the player can easily see how reflective the paint is. Despite these graphics belonging to a screen-space canvas, they're still affected by the current probe for the game's main camera. Moving the camera in-game will cause the UI graphics to change reflections and sometimes receive incorrect lighting when the selected probe changes. Additional notes: I'd imagine the easiest way to achieve this would be to set an override probe during a render callback like OnPreRender or OnRenderObject, etc. Does unity already offer something like this? Otherwise, is there any way to directly pass a cubemap or something in shader-land?