Hi,
we did observe that alpha blended and deferred materials have completly different shading when using a LightEnvironmentProbe with a static cubemap environment texture baked by the probe.
This results in a much darker shading than only deferred.
In the example you can also see when setting the dynamic mode and increase renderpasses the probe starts to flicker.
When not using a environment probe the shading is more equal to deferred.
Is there any bugfix, workarround for these two problems?
Thanks
Sebastian
data.zip