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.
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.
|Feature||Built-in Render Pipeline||Universal Render Pipeline (URP)||High Definition Render Pipeline (HDRP)|
|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 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