# Cubemap texture Import Settings window reference

> Explore the settings for a cubemap texture.

You can further refine Editor 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.                                                                                                                                                                                         |
| **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](/engine/6000.3/manual/materials-and-shaders/textures/textures-reference/texture-type-default.md) 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](https://en.wikipedia.org/wiki/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.                                                                                       |

## Additional resources

* [Cubemaps](/engine/6000.3/manual/materials-and-shaders/textures/class-cubemap.md)
