For information on how to create a Material that uses this skyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary ShaderA program that runs on the GPU. More info
See in Glossary, as well as details on how to render the skybox 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, see Using skyboxes.
Feature | Built-in 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 |
Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) |
---|---|---|---|
Cubemap skybox | Yes | Yes | No |
Property | Description |
---|---|
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 GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. For more information on Render Queue, see SL-SubShaderTags. |
Double Sided Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary |
Specifies whether the lightmapperA tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene. More info See in Glossary 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. |
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