Version: Unity 6.5 (6000.5)
Language : English
Skybox Shader Material Inspector window reference
Cubemap Skybox Shader Material Inspector Window reference

6 Sided Skybox Shader Material Inspector Window reference

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

Important: The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.
For more information on migration, refer to Migrating from the Built-In Render Pipeline to the Universal Render Pipeline and Render pipeline feature comparison.

Feature Built-in Render Pipeline Universal Render Pipeline (URP) High Definition Render Pipeline (HDRP)
6 Sided skybox Yes Yes No

Properties

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.
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 right 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 left 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.

Additional resources

  • Configure a skybox with a Skybox Shader
  • CubemapsA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
    See in Glossary
Skybox Shader Material Inspector window reference
Cubemap Skybox Shader Material Inspector Window reference