If you think about it. Every time we move near a light or move the light near something.
We always check for shadows, we always have to update the color on our object to match the color of the light.
So this all done in Real time. So think of each light as a while() loop.
Create a cube or any other object shape of your choice.
Just like our player, create another material for this cube and set Smoothness and Metallic to Maximum
After attaching a Reflection probe onto this cube. You can actually hit "Bake" on the Reflection probe. And this is faster because it won't calculate the lightmaps and only the reflection probe maps.
When there is more than 1 reflection probe that are colliding the weights will tell which one to show, which one not to show, or how we want to blend between each reflection probe.
The two reflections probes will always add each other if they are colliding, so then how do we make them each their own separate probe?
So have each mesh renderer of the player and the cube, to grab their own reflection probe.
Click and drag the Player's reflection probe into the Player's mesh renderer's anchor override.
Click and drag the Cube's reflection probe into the Cubes's mesh renderer's anchor override.
- The reflection probe for this is not attached to anything and is away from the plane/quad.
- The 3 colored objects in the mirror is actually still moveable on Playmode, so how is it baked on there if it's not in static at first?