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This is an EE shot, obviously just testing functionality

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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

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:

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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:

tcn_cubemap.zip

But you'll need 8193.14 build for now