Unity's Standard Shader gets its reflection from the scene's Reflection Source, as configured in the scene section of the Lighting window. The level of reflectiveness for each Material is defined by its Metallic value or Specular value, depending on which Shader is being used. This approach can be a real time-saver, allowing you to quickly assign the same reflection map to every object in the scene. It also helps keep the overall look of the scene coherent and cohesive. In this recipe, we will learn how to take advantage of the Reflection Source feature:
Adding a custom Reflection map to a scene
Getting ready
For this recipe, we will prepare a Reflection Cubemap, which is basically the environment to be projected...