I would like to have specific reflections on individual shaders in Redshift. In the past, in physical renderer, I would use the environment channel and get a reasonable “fake reflection“. So far, I have figured out that if I make a large sphere and put a material on it… And put a Redshift tag on it and disable primary rays for visibility as well as casting, shadows, etc. it will do the job. But it’s a cumbersome set up, and I would like the whole thing to be contained in the shader. The projection node does a world base to spherical projection… But that doesn’t change when the camera moves around an object, I thought about a spiracle camera being used to project through the camera map node, but that is not working. At all. The environment node seems to disable the dome light, and also seems to be general throughout the scene rather than just for one shader.
Is there any way to get a texture or ramp mapped spherically in a red shift shader that reacts to the cameras position as if it were a reflection?