Cubemap texture Import Settings window reference
Explore the settings for a cubemap texture.
Read time 1 minuteLast updated 22 days ago
You can further refine shape textures with the following properties:
Cubemap
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Here's your fixed Markdown table with properly aligned rows:
Property | Sub-property | Description |
|---|---|---|
| Mapping | - | Use Mapping to specify how the Texture is projected onto your GameObject. This is set to Auto by default. |
| Mapping | Auto | Unity tries to create the layout from the Texture information. |
| Mapping | 6 Frames Layout (Cubic Environment) | The Texture contains six images arranged in one of the standard cubemap layouts: cross, or sequence (+x -x +y -y +z -z). The images can be orientated either horizontally or vertically. |
| Mapping | Latitude Longitude (Cylindrical) | Maps the Texture to a 2D Latitude-Longitude representation. |
| Mapping | Mirrored Ball (Sphere Mapped) | Maps the Texture to a sphere-like cubemap. |
| Convolution Type | - | Choose the type of pre-convolution (filtering) that you want to use for this Texture. The result of pre-convolution is stored in mipmaps. This property is only available for the Default Texture type. |
| Convolution Type | None | The Texture has no pre-convolution (no filtering). This is the default. |
| Convolution Type | Specular (Glossy Reflection) | Select this to use cubemaps as Reflection Probes. The Texture mipmaps are pre-convoluted (filtered) with the engine BRDF. For more information, see Wikipedia's page on Bidirectional reflectance distribution function. |
| Convolution Type | Diffuse (Irradiance) | The Texture is convoluted (filtered) to represent irradiance. This is useful if you use the cubemap as a Light Probe. |
| Fixup Edge Seams | - | This option is only available with the None or Diffuse convolution (filter). Use this on low-end platforms as a work-around for filtering limitations, such as cubemaps incorrectly filtered between faces. |