Tex.FromCubemapEquirectangular

static Tex FromCubemapEquirectangular(string equirectangularCubemap, bool sRGBData)

   
string equirectangularCubemap Filename of the equirectangular image.
bool sRGBData Is this image color data in sRGB format, or is it normal/metal/rough/data that’s not for direct display? sRGB colors get converted to linear color space on the graphics card, so getting this right can have a big impact on visuals.
RETURNS: Tex A Cubemap texture asset!

Creates a cubemap texture from a single equirectangular image! You know, the ones that look like an unwrapped globe with the poles all streetched out. It uses some fancy shaders and texture blitting to create 6 faces from the equirectangular image.

static Tex FromCubemapEquirectangular(string equirectangularCubemap, SphericalHarmonics& lightingInfo, bool sRGBData)

   
string equirectangularCubemap Filename of the equirectangular image.
SphericalHarmonics& lightingInfo An out value that represents the lighting information scraped from the cubemap! This can then be passed to Renderer.SkyLight.
bool sRGBData Is this image color data in sRGB format, or is it normal/metal/rough/data that’s not for direct display? sRGB colors get converted to linear color space on the graphics card, so getting this right can have a big impact on visuals.
RETURNS: Tex A Cubemap texture asset!

Creates a cubemap texture from a single equirectangular image! You know, the ones that look like an unwrapped globe with the poles all streetched out. It uses some fancy shaders and texture blitting to create 6 faces from the equirectangular image.