Version: 2020.1
LanguageEnglish
  • C#

EditorCameraUtils.RenderToCubemap

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static bool RenderToCubemap(Camera camera, Texture target, int faceMask, StaticEditorFlags culledFlags);

Parameters

camera The Camera to use during rendering.
target The cubemap to render to.
faceMask A bitmask which determines which of the six faces to render to.
culledFlags The flags of objects to cull during rendering.

Returns

bool If the render process succeeds, returns true. Otherwise, returns false.

Description

Renders this Camera into a static cubemap.

This function is mostly useful in the editor for "baking" static cubemaps of your Scene.

This functions uses the Camera's Clear Flags, its Transform’s Position, and its Clipping Plane distances to render sections of the Scene into each cubemap face. faceMask is a bitfield indicating which cubemap faces to render into. Each set bit corresponds to a face. Bit numbers are integer values of CubemapFace enum type. By default, this process renders to all six cubemap faces (the default value of 63 means the lowest six bits are set. false). This function returns false if rendering to the cubemap fails. An example of how this could happen is that some graphics hardware does not support this functionality. Note: ReflectionProbes are a more advanced method of performing real-time reflections. Note: You can create cubemaps in the Editor by navigating to Assets >Create>Legacy and selecting Cubemap option.

See Also: Cubemap assets, Reflective shaders.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答