A sky is a type of background that a CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary draws before it renders a frame. This type of background greatly benefits 3D games and applications because it provides a sense of depth and makes the environment seem much larger than it actually is. The sky itself can contain anything, such as clouds, mountains, buildings, and other unreachable objects, to create the illusion of distant three-dimensional surroundings. Unity can also use a sky to generate realistic ambient lighting in your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
The sky solutions you can use depend on which render pipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary your Project uses.
Render pipeline | Sky Solution |
---|---|
Built-in Render Pipeline | The Built-in Render Pipeline uses a skybox Material to define a sky for Cameras to draw. You can specify the sky on a per-Scene basis and also override the sky for an individual Camera. • For information on how to set the sky on a per-Scene basis, see the Lighting window documentation. • For information on how to override the sky for a specific Camera, see the Skybox component documentation. |
Universal Render Pipeline (URP) | URP uses the same sky solution as the Built-in Render Pipeline and allows you to specify the sky on a per-Scene basis and override the sky for an individual Camera. • For information on how to set the sky on a per-Scene basis, see the Lighting window documentation. • For information on how to override the sky for a specific Camera, see the Skybox component documentation. |
High Definition Render Pipeline (HDRP) | HDRP includes its own sky solution that uses the Volume system. Each Volume can include an override to specify a type of sky to draw. Each Camera interpolates between the sky settings for every Volume that affects it and draws the result. For information on how to create a sky in HDRP, see the Visual Environment documentation. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.