This skybox Shader generates a skybox from six separate Textures. Each texture represents a view of the sky along a particular world axis. To illustrate this, think of the Scene as being inside a cube. Each Texture represents one of the interior faces of the cube and all six combine to create a seamless environment.
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.
To create a 6 Sided skybox, you need six individual Textures that, when combined, map to a net layout like:
To generate the best ambient lighting, the Textures should use a high dynamic range (HDR).
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. |
Front [+Z] (HDR) | The Texture that represents the face of the skybox in the direction of the world’s positive z-axis. In a new Unity Scene, this is in front of the default Camera. |
Back [-Z] (HDR) | The Texture that represents the face of the skybox in the direction of the world’s negative z-axis. In a new Unity Scene, this is behind the default Camera. |
Left [+X] (HDR) | The Texture that represents the face of the skybox in the direction of the world’s positive x-axis. In a new Unity Scene, this is to the left of the default Camera. |
Right [-X] (HDR) | The Texture that represents the face of the skybox in the direction of the world’s negative x-axis. In a new Unity Scene, this is to the right of the default Camera. |
Up [+Y] (HDR) | The Texture that represents the face of the skybox in the direction of the world’s positive y-axis. In a new Unity Scene, this is above the default Camera. |
Down [-Y] (HDR) | The Texture that represents the face of the skybox in the direction of the world’s negative y-axis. In a new Unity Scene, this is below the default Camera. |
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. |