Is there a way to override the ambient cubemap on a mesh basis rather than mesh renderer? We have destructible walls that need to remain a solid mesh. We've been using the Lux PBR plugin which allowed us to override the cubemap based on material (so we could have inner/outer materials with different ambience). The anchor override in Unity 5 from what I can see effects the entire mesh rather than a material, so it doesn't solve our problem. Is this possible?