Create a cubemap
Generate a cubemap from textures, or the contents of a scene.
Read time 2 minutesLast updated 23 days ago
Creating Cubemaps from Textures
The fastest way to create cubemaps is to import them from specially laid out Textures. Select the Texture in the Project window, to see the Import Settings in the Inspector window. In the Import Settings, set the Texture Type to Default, or Single Channel, and the Texture Shape to Cube. Unity then automatically sets the Texture up as a Cubemap.
Normal Map
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Several commonly-used cubemap layouts are supported (and in most cases, Unity detects them automatically).
Vertical and horizontal cross layouts, as well as column and row of cubemap faces are supported:

A vertical cross layout where four faces form a column, a horizontal cross layout where four faces form a row, a column layout, and a row layout.
Another common layout is (Latitude-Longitude, sometimes called cylindrical). Panorama images are often in this layout:
LatLong
A latitude-longitude layout. Four faces form a row, and the two remaining faces stretch along the top and bottom of the texture.
SphereMap
A spherical environment map. The texture is circular, with one face in the centre and four faces surrounding it in a ring. The sixth face is the outer shell of the texture.
By default Unity looks at the aspect ratio of the imported texture to determine the most appopriate layout from the above. When imported, a cubemap is produced which can be used for skyboxes and reflections:
Selecting option is useful for cubemap textures that will be used by Reflection Probes. It processes cubemap mipmap levels in a special way (specular convolution) that can be used to simulate reflections from surfaces of different smoothness:
Glossy Reflection
A cubemap used in a Reflection Probe to create reflections on surfaces of varying smoothnesses.
Other Techniques
Another useful technique is to generate the cubemap from the contents of a Unity scene using a script. The Camera.RenderToCubemap function can record the six face images from any desired position in the scene; the code example on the function's script reference page adds a menu command to make this task easy.
Legacy Cubemap Assets
Unity also supports creating cubemaps out of six separate textures. Select Assets > Create > Rendering > Legacy Cubemap from the menu, and drag six textures into empty slots in the inspector.
Property: | Function: |
|---|---|
| Right..Back Slots | Textures for the corresponding cubemap face. |
| Face Size | Width and Height of each Cubemap face in pixels. The textures will be scaled automatically to fit this size. |
| Mipmap | Should mipmaps be created? |
| Linear | Should the cubemap use linear color? |
| Readable | Should the cubemap allow scripts to access the pixel data? |
| Filter Mode | The filtering mode to use for the cubemap. For more details, refer to Filter Mode |
| Aniso Level | The anisotropic filtering level to use for the cubemap. For more details, refer to Aniso Level |
Note that it is preferred to create cubemaps using the Cubemap texture import type (see above) - this way cubemap texture data can be compressed; edge fixups and glossy reflection convolution be performed; and HDR cubemaps are supported.