Tex.FromCubemapFile

static Tex FromCubemapFile(String[] cubeFaceFiles_xxyyzz, bool sRGBData)

   
String[] cubeFaceFiles_xxyyzz 6 image filenames, in order of +X, -X, +Y, -Y, +Z, -Z.
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 Tex asset from the given files, or null if any failed to load.

Creates a cubemap texture from 6 different image files! If you have a single equirectangular image, use Tex.FromEquirectangular instead. Asset Id will be the first filename.

static Tex FromCubemapFile(String[] cubeFaceFiles_xxyyzz, SphericalHarmonics& lightingInfo, bool sRGBData)

   
String[] cubeFaceFiles_xxyyzz 6 image filenames, in order of +X, -X, +Y, -Y, +Z, -Z.
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 Tex asset from the given files, or null if any failed to load.

Creates a cubemap texture from 6 different image files! If you have a single equirectangular image, use Tex.FromEquirectangular instead. Asset Id will be the first filename.