Unity provides multiple Skybox Shaders for you to use. Each Shader uses a different set of properties and generation techniques. Each Shader falls into one of the following two categories:
Note: The High Definition Render Pipeline (HDRP) does not support any of the above Shaders and instead includes multiple sky generation solutions.
Generates a skybox from one or multiple textures. The source textures represent the view of the background from all directions. The Skybox Shaders in this category are:
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.
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).
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.
To generate a skybox, the Panoramic Shader wraps a single Texture spherically around the Scene.
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.
To create a Panoramic skybox, you need a single 2D Texture that uses latitude-longitude (cylindrical) mapping, like so:
To make sure the Texture is 2D:
To generate the best ambient lighting, the Texture should use a high dynamic range (HDR).
The Procedural skybox Shader does not require any input Textures and instead generates a skybox purely from the properties set in the Material Inspector.
If you choose to render a sun disk in your skybox (see Sun in Properties), this Shader uses the rotation of the active Light to position the sun in the skybox. To find the active Light:
You can use this behaviour to create a simple day-night cycle. To do this, continuously rotate your main Directional Light around a particular axis.