class in UnityEngine

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Class for handling Cubemap arrays.

Modern graphics APIs (e.g. D3D10.1 and later, OpenGL 4.0 and later, Metal on macOS, PS4) support "cubemap arrays", which are arrays of same size & format cubemaps. From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.

Typically cubemap arrays are useful for implementing efficient reflection probe, lighting and shadowing systems (all reflection/cookie/shadow cubemaps in a single array).

Cubemap arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics.CopyTexture is useful for fast copying of pixel data from regular Cubemap textures into elements of a cubemap array. From editor scripts, a common way of creating serialized cubemap array is to create it, fill with data (either via Graphics.CopyTexture from regular cubemaps, or via SetPixels or SetPixels32) and save it as an asset via AssetDatabase.CreateAsset.

Note that not all platforms and GPUs support cubemap arrays; for example none of the mobile APIs/GPUs currently support them. Use SystemInfo.supportsCubemapArrayTextures to check.


cubemapCountNumber of cubemaps in the array (Read Only).
formatTexture format (Read Only).


CubemapArrayCreate a new cubemap array.

Public Functions

ApplyActually apply all previous SetPixels changes.
GetPixelDataGets raw data from a Texture for reading or writing.
GetPixelsReturns pixel colors of a single array slice/face.
GetPixels32Returns pixel colors of a single array slice/face.
SetPixelDataSet pixel values from raw preformatted data.
SetPixelsSet pixel colors for a single array slice/face.
SetPixels32Set pixel colors for a single array slice/face.