I really need to learn about the cubemap and its mipmaps used in default reflection probe, the first problem is that the quality of mipmaps of default reflection probe's cubemap and realtime cubemap generate via script (Camera.RenderToCubemap). here is comparison (left default, right script): Code (CSharp): rtCubemap = new RenderTexture(rtCubemapSize, rtCubemapSize, 16); rtCubemap.useMipMap = true; rtCubemap.dimension = UnityEngine.Rendering.TextureDimension.Cube; rtCubemap.name = "rt_reflprobe_cubemap_" + Time.realtimeSinceStartup; rtCubemap.hideFlags = HideFlags.HideAndDontSave; So it's really huge different in blur quality, and with Camera.RenderToCubemap, things appears to be far shinier and smoother. I wonder is there a way to achieve the same convolution result as the default one by reflection probe. I tried setting RenderTexture.mipMapBias, all the mipmaps are blurred more and no longer have clear reflection mipmap (mip0 is blurred too). Besides, the quality is not consistent with default ones. As why am I do it this way, it's because that I want to have realtime reflections for dynamic objects like characters and particles, but I can't afford using a realtime reflection probe to render all scene static and dynamic objects every frame or every few frames. If I use two reflection probes, one static for scene and one dynamic for dynamic objects, and blend together, looks good, but actually I have no clue how the default reflection probe's cubemap format (png) is generated and how to manipulate them. Therefore currently I choose to use default baked reflection probe's cubemap as skybox for the camera generating realtime cubemap at runtime, so scene objects are actually baked into background while only rendering the dynamic objects. This solution works mostly except the problem described above. Or some other approaches worth trying? Really need some help, hope this thread could have some replies, thanks.