The 3D furniture model I built uses some smooth specular reflection materials. I hope to only reflect the HDR image of the ImageBasedLight component I set myself, without reflecting the light source of the AR real environment. How to achieve this in the following scenario?
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How to avoid being affected by the light source of the AR real environment when using PBR materials
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When using Shader Graph, how can EnvironmentRadiance not be affected by the light source of the AR real environment?