Intercept last pass on a surface shader to change RGB of that pixel
Change albedo RGB is ok, but I would like to change how the final output of the pixel, or at least change how the color of the reflection would be interpreted on the material.
For example, Maybe I want a red albedo but to reflect only the green from a skybox.
I tried messing around with UnityGI_IndirectSpecular but I got a message on the console that I could not override that method
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