I feel like I'm missing something small, but I'm trying to set up a material that uses an ambient cubemap for ambient lighting. It took me a while to figure out how to set up the orientation, but now I can't figure out how to apply it properly. I've tried multiplying it with the diffuse map into the diffuse channel, but it…
Maybe multiply the ambient cube with a constant less than 1.0 (to make it darker) then add that result to the diffuse or plug it into the emissive. Ambient light by it's nature will brighten shaded areas, so you shouldn't end up with dark/black shadows.