Is it possible to render a surface as the environment background?

Here’s a demo:

shader_type spatial;
render_mode unshaded;

uniform sampler2D env: source_color;

void fragment() {
	ALBEDO = texture(env, SCREEN_UV).rgb;
}

The script just copies scene/editor camera transforms and viewport size to the subviewport.

Hope you’re not cloning Shut, where windows are the principal game mechanic :smiley: