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This is an EE shot, obviously just testing functionality
Of course, to benefit from it, we need cubemaps to be made for tilesets, but there's ways to make that easy
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This also means that you can then use the alpha channel on the main texture for actual transparency, while still getting environment reflections
The new is that if you supply a roughness and/or specularity map, you'll start to see environment reflections too, even if no envmap is explicitly defined