Hey @Deltakosh and @sebavan … I have an issue with my reflections being real weak on materials that have a metallic roughness texture exported from Unity. When I export textures that have a metallic roughness textures the metallic and roughness values are use as a scaler 1.0 value. The is scrweing up the roughness → mip level selection for reflections.
It might be, It might also have to do the left handed gltf and the winding. I am playing with that.
But it may also have to do with lodGenerateScale and offset.
Do you have any details on customizing the prefilter… basically how to pick the perfect scale and offset.
So crap… when i strip everything out and just run Babylon Toolkit right handed gltf with my Babylon Toolkit prefiltered .env
Now I see reflections… I still need to holla at you about the details of using lodgenerationscale and offset… @sebavan
So that means, something in my toolkit material parsing is killing reflections… I gotta go thru that whole pipeline to find WHAT THE HECK is doing that.
But on the bright side… my prefilter system seems like its working: