Version: 2019.4
Skybox Shaders
Cubemap skybox

6 Sided skybox

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.

Render pipeline compatibility

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.

Prerequisite Textures

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).

Propiedades

Propiedad: Descripción
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.
Skybox Shaders
Cubemap skybox
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