I have a question regarding environment texture reflections behaviour, because it’s default behaviour seems to give a somewhat wrong visual result. Although I understand that from the engine core perspective it works properly.
The thing is when we have such an environment texture, its reflections on objects in a PBR scene will not count the scene objects at all, thus giving ridiculous lighting results sometime. Have a look at the screenshot below, here we clearly see that the env. texture reflection overrides the shadow cast from the objects onto the ground plane:
While this is understood as a default and correct behaviour from the engine perspective, this is totally incorrect from a viewer perspective. So my question is: what is the best and correct way to count scene objects in such reflections calculations for those reflections and the whole scene to look more realistic?
Here is the repro in the playground: