We removed the reflection map and ambient lighting system and generated a so called Skylight which fills this all for us which only provides IBL based ambience, we render a cubemap of the world, mainly skybox/skydome or HDRi images with mip maps and then process this using a GGX NDF importance sampling technique in compute shader per mip map. This is known as the specular reflection texture which is then used in the reflection part of the shader, then we rendered an irradiance texture which is a small 32x32 cubemap with no mips for the diffuse IBL and ran a separate compute shader that computes Diffuse Irradiance for plans of a light probe based system later. However as @dark_sylinc said in another of your topics, using one of the higher mip maps of the prefiltered specular reflection can be used as the diffuse IBL, just don't do the reflection part of the calculation and use the geometry normal, normal texture multiplied by a TBN made up from world space normals, tangents and binormals.
We couldn't rely on the mip maps alone being generated as it did not produce the accurate results needed as seen across other top engines. It also makes the roughness of far superior quality and preserves heat spots from bright lights in the image. It also really makes metal materials pop across the roughness. The specular reflection texture then has an increased blurring the higher the mips go.
Then add the 2 cubemaps to the hlms in a custom manner instead of baking the textures. 1 called reflection and the other as lightprobe.
Thats at least the basics of what we did with ours, but im still working the new shader.. currently adding vertex coloured based wind.
All i can say, is the hlms system is powerful if not confusing at first, but its very adaptable, so if there isnt something you like, get in there and tweak it out
Unfortunately i cannot share my code as its the new rendering for the next version of our engine, but for reference, this is a post of the differences: https://forum.aurasoft-skyline.co.uk/vi ... =32&t=2542
Hope this makes sense, as i have written it quickly.
Edit: the main reason we went ahead on making our own started because it was difficult to get normal maps in ambience that had little specular, which tended to make things overshine or a very bright fresnel with it turned up.










