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Unique cubemap ambient for material (instead of mesh)?

Discussion in 'Unity 5 Pre-order Beta' started by Alabatross, Mar 2, 2015.

  1. Alabatross

    Alabatross

    Joined:
    Dec 15, 2012
    Posts:
    223
    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?