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 High Definition Render Pipeline (HDRP) does not support this Shader.
|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