...
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
...
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
Cubemap Generation
The way I did is was by making a generic area, take screenshots in all 5 directions and some hand-made sky/ceiling
This is for the city exterior:
At that point, I embedded the some lightsources for reflection, but shouldn't be there anymore with actual specular lighting
You can try yourself if you put this in your override:
But you'll need 8193.14 build for now
