Cubemap Skybox Shader Material Inspector Window reference
Reference for the Cubemap Skybox Shader.
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For information on how to create a Material that uses this skybox Shader, as well as details on how to render the skybox in your Scene, see Using skyboxes.
Render pipeline compatibility
Feature | Built-in Render Pipeline | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) |
|---|---|---|---|
| Cubemap skybox | Yes | Yes | No |
Properties
Property | Description |
|---|---|
| Tint Color | The color to tint the skybox to. Unity adds this color to the Textures to change their appearance without altering the base Texture files. |
| Exposure | Adjusts the skybox's exposure. This allows you to correct tonal values in the skybox Textures. Larger values produce a more exposed, seemingly brighter, skybox. Smaller values produce a less exposed, seemingly darker, skybox. |
| Rotation | The rotation of the skybox around the positive y-axis. This changes the orientation of your skybox and is useful if you want a specific section of the skybox to be behind a particular part of your Scene. |
| Cubemap (HDR) | The Cubemap Asset this Material uses to represent the sky. For information on how to create a Cubemap Asset from your input Textures, see Cubemap Asset. |
| Render Queue | Determines the order in which Unity draws GameObjects. For more information on Render Queue, see SL-SubShaderTags. |
| Double Sided Global Illumination | Specifies whether the lightmapper accounts for both sides of the geometry when it calculates Global Illumination. When |