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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
Cubemap

?

shape textures with the following properties:
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.
MappingAutoUnity tries to create the layout from the Texture information.
Mapping6 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.
MappingLatitude Longitude (Cylindrical)Maps the Texture to a 2D Latitude-Longitude representation.
MappingMirrored 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 TypeNoneThe Texture has no pre-convolution (no filtering). This is the default.
Convolution TypeSpecular (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 TypeDiffuse (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.

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