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    PBR Sky Master Stack reference

    You can modify the properties of a Physically Based Rendering (PBR) Sky Shader Graph in the PBR Sky Master Stack.

    Refer to Create a physically based sky for more information.

    Contexts

    This Master Stack material type has its own set of Graph Settings. Because of the relationship between settings and Blocks, this has consequences on which Blocks are relevant to the Graph. This section contains information on the Blocks this Master Stack material type adds by default, and which Blocks set properties for this Master Stack material type's Graph Settings.

    For more information about the relationship between Graph Settings and Blocks, refer to Contexts and Blocks.

    Vertex Context

    The Vertex context represents the vertex stage of this shader. Unity executes any block you connect to this context in the vertex function of this shader. For more information, refer to Master Stack.

    Vertex blocks aren't compatible with the PBR Sky Master Stack.

    Fragment Context

    Depending on the Graph Settings you choose, the Fragment Context displays the following blocks.

    Property Description Setting Dependency Default Value
    Space Color Sets the base color of the sky. None. Color.black
    Ground Color Sets the diffuse color of the ground surface. Ground Shading enabled. Color.white
    Ground Emission Sets the emissive color of the ground surface. Ground Shading enabled. Color.black
    Ground Smoothness Controls the specular reflection sharpness of the ground surface. Choose a high value for sharper, mirror-like reflections, or a low value to produce rougher, more diffuse reflections. Ground Shading enabled. 0.0
    Ground Normal (Tangent Space) Sets the ground normal in tangent space. Ground Shading enabled and Fragment Normal Space set to Tangent. CoordinateSpace.Tangent
    Ground Normal (Object Space) Sets the ground normal in object space. Ground Shading enabled and Fragment Normal Space set to Object. CoordinateSpace.Object
    Ground Normal (World Space) Sets the ground normal in world space. Ground Shading enabled and Fragment Normal Space set to World. CoordinateSpace.World

    Graph Settings

    Explore the shader graph settings you can use to customize the Fragment Context.

    Setting Description
    Fragment Normal Space Specifies the coordinate space for the normal input in the Fragment Context. The options are:
    • Tangent: Normals are relative to the mesh surface’s UV orientation.
    • Object: Normals are relative to the mesh’s local coordinate system.
    • World: Normals are relative to the global scene coordinate system.
    When you change this setting, Unity adds the corresponding Normal Block to the Fragment context.
    Ground Shading Enables rendering of a physically based ground surface or horizon beneath the sky. When you enable this setting, Unity adds the Ground Color, Ground Emission, Ground Smoothness, and Ground Normal Blocks to the Fragment context.
    Custom Editor GUI Renders a custom editor GUI in the Inspector window of the material. Enter the name of the GUI class in the field. A Custom Editor GUI class might replace default properties. For more information, refer to Custom material Inspectors.
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