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When adding a Cubemap node to the shader, a shader parameter appears that will accept imported cube maps. However you may not put an imported texture in to the field of a Cubemap node. Using the shader param for the input seems to override the node.
None of this seems to be documented in help files.
EyeDir node is only available in Sky shader.
I couldn't seem to get global view direction in spatial shader to work with normal/reflect etc to properly apply a custom cube map (tried many many combos that should work, noticed that when plugging global view direction in to albedo the color never changes when rotating camera)
Steps to reproduce
Create:
World
Enviro
Sky
Material
Node Shader
Import 3x2 cube map .PNG, set import settings and re-import.
Try to apply the cube map to a cubemap node
Tested versions
v4.2.1.stable.official [b09f793]
System information
Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 5500 XT () - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)
Issue description
When adding a Cubemap node to the shader, a shader parameter appears that will accept imported cube maps. However you may not put an imported texture in to the field of a Cubemap node. Using the shader param for the input seems to override the node.

None of this seems to be documented in help files.
EyeDir node is only available in Sky shader.
I couldn't seem to get global view direction in spatial shader to work with normal/reflect etc to properly apply a custom cube map (tried many many combos that should work, noticed that when plugging global view direction in to albedo the color never changes when rotating camera)
Steps to reproduce
Create:
World
Enviro
Sky
Material
Node Shader
Import 3x2 cube map .PNG, set import settings and re-import.
Try to apply the cube map to a cubemap node
Minimal reproduction project (MRP)
cubetest.zip
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