I’m doing a scene with Static Lighting that relies only on emissive textures, Lightmaps and an HDRi for the general lighting.
I have some reflective materials in the scene, like a glass material, but I don’t want to get the reflection of the HDRi on those, I want to use another texture. For that I baked in Blender a Panorama Equirectangular texture and tried to put it in the Reflection and in the Refraction channel (I use the sandbox and a PBR material) but I can’t get the result I want (I tried all the mapping mode in the general texture settings).
I want the reflection to be like the HDRi one, but when I use those channels with my texture I get a static flat image that change the UV offset when I change my view, and not rotate around the object like an HDRi does.
Here the file for a test scene:
What should I do to make it work as intended?
I use Blender and the Sandbox in my workflow (exporting in .GLB from blender and then in .Babylon from the Sandbox), I don’t use the Playground.