This skybox Shader generates a skybox from a single Cubemap Asset. This Cubemap consists of six square Textures and represents the entire view of the sky from every direction.
For information on how to create a Material that uses this skybox Shader, as well as details on how to render the skybox in your Scene, see Using skyboxes.
The Built-in Render Pipeline, and the Universal Render Pipeline (URP) both support this Shader.
The High Definition Render Pipeline (HDRP) does not support this Shader.
Propiedad: | Descripción |
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Tint Color | The color to tint the skybox to. Unity adds this color to the Textures to change their appearance without altering the base Texture files. |
Exposure | Adjusts the skybox’s exposure. This allows you to correct tonal values in the skybox Textures. Larger values produce a more exposed, seemingly brighter, skybox. Smaller values produce a less exposed, seemingly darker, skybox. |
Rotation | The rotation of the skybox around the positive y-axis. This changes the orientation of your skybox and is useful if you want a specific section of the skybox to be behind a particular part of your Scene. |
Cubemap (HDR) | The Cubemap Asset this Material uses to represent the sky.For information on how to create a Cubemap Asset from your input Textures, see Cubemap Asset. |
Render Queue | Determines the order in which Unity draws GameObjects. For more information on Render Queue, see SL-SubShaderTags. |
Double Sided Global Illumination | Specifies whether the lightmapper accounts for both sides of the geometry when it calculates Global Illumination. When true , if you use the Progressive Lightmapper, back faces bounce light using the same emission and albedo as front faces. |