Tex.GenCubemap

static Tex GenCubemap(Gradient gradient, Vec3 gradientDirection, int resolution)

   
Gradient gradient A color gradient the generator will sample from! This looks at the 0-1 range of the gradient.
Vec3 gradientDirection This vector points to where the ‘top’ of the color gradient will go. Conversely, the ‘bottom’ of the gradient will be opposite, and it’ll blend along that axis.
int resolution The square size in pixels of each cubemap face! This generally doesn’t need to be large, unless you have a really complicated gradient.
RETURNS: Tex A procedurally generated cubemap texture!

Generates a cubemap texture from a gradient and a direction! These are entirely suitable for skyboxes, which you can set via Renderer.SkyTex.

static Tex GenCubemap(Gradient gradient, SphericalHarmonics& lightingInfo, Vec3 gradientDirection, int resolution)

   
Gradient gradient A color gradient the generator will sample from! This looks at the 0-1 range of the gradient.
SphericalHarmonics& lightingInfo An out value that represents the lighting information scraped from the cubemap! This can then be passed to Renderer.SkyLight.
Vec3 gradientDirection This vector points to where the ‘top’ of the color gradient will go. Conversely, the ‘bottom’ of the gradient will be opposite, and it’ll blend along that axis.
int resolution The square size in pixels of each cubemap face! This generally doesn’t need to be large, unless you have a really complicated gradient.
RETURNS: Tex A procedurally generated cubemap texture!

Generates a cubemap texture from a gradient and a direction! These are entirely suitable for skyboxes, which you can set via Renderer.SkyTex.

static Tex GenCubemap(SphericalHarmonics& lighting, int resolution)

   
SphericalHarmonics& lighting Lighting information stored in a SphericalHarmonics.
int resolution The square size in pixels of each cubemap face! This generally doesn’t need to be large, as SphericalHarmonics typically contain pretty low frequency information.
RETURNS: Tex A procedurally generated cubemap texture!

Creates a cubemap from SphericalHarmonics lookups! These are entirely suitable for skyboxes, which you can set via Renderer.SkyTex.