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Unity Engine

Unity Engine

6 Sided Skybox Shader Material Inspector Window reference

Reference for the 6 Sided Skybox Shader.
読み終わるまでの所要時間 2 分最終更新 1ヶ月前

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

重要
The Built-In Render Pipeline is deprecated and will be made obsolete in a future release.
It remains supported, including bug fixes and maintenance, through the full Unity 6.7 LTS lifecycle.

Feature

Built-in Render Pipeline

Universal Render Pipeline (URP)

High Definition Render Pipeline (HDRP)

6 Sided skyboxYesYesNo

Properties

Property

Description

Tint ColorThe color to tint the skybox to. Unity adds this color to the Textures to change their appearance without altering the base Texture files.
ExposureAdjusts 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.
RotationThe 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.
Front [+Z] (HDR)The Texture that represents the face of the skybox in the direction of the world's positive z-axis. In a new Unity Scene, this is in front of the default Camera.
Back [-Z] (HDR)The Texture that represents the face of the skybox in the direction of the world's negative z-axis. In a new Unity Scene, this is behind the default Camera.
Left [+X] (HDR)The Texture that represents the face of the skybox in the direction of the world's positive x-axis. In a new Unity Scene, this is to the right of the default Camera.
Right [-X] (HDR)The Texture that represents the face of the skybox in the direction of the world's negative x-axis. In a new Unity Scene, this is to the left of the default Camera.
Up [+Y] (HDR)The Texture that represents the face of the skybox in the direction of the world's positive y-axis. In a new Unity Scene, this is above the default Camera.
Down [-Y] (HDR)The Texture that represents the face of the skybox in the direction of the world's negative y-axis. In a new Unity Scene, this is below the default Camera.
Render QueueDetermines the order in which Unity draws GameObjects. For more information on Render Queue, see SL-SubShaderTags.
Double Sided Global IlluminationSpecifies whether the lightmapper accounts for both sides of the geometry when it calculates Global Illumination. When
true
, if you use the Progressive Lightmapper, back faces bounce light using the same emission and albedo as front faces.

Additional resources