Tex.FromCubemapEquirectangular
static Tex FromCubemapEquirectangular(string equirectangularCubemap, bool sRGBData, int loadPriority)
Creates a cubemap texture from a single equirectangular image! You know, the ones that look like an unwrapped globe with the poles all stretched out. It uses some fancy shaders and texture blitting to create 6 faces from the equirectangular image.
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. |
int loadPriority | The priority sort order for this asset in the async loading system. Lower values mean loading sooner. |
RETURNS: Tex | A Cubemap texture asset! |
static Tex FromCubemapEquirectangular(string equirectangularCubemap, SphericalHarmonics& lightingInfo, bool sRGBData, int loadPriority)
Creates a cubemap texture from a single equirectangular image! You know, the ones that look like an unwrapped globe with the poles all stretched out. It uses some fancy shaders and texture blitting to create 6 faces from the equirectangular image.
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. |
int loadPriority | The priority sort order for this asset in the async loading system. Lower values mean loading sooner. |
RETURNS: Tex | A Cubemap texture asset! |
Examples
Setting lighting to an equirect cubemap
Changing the environment’s lighting based on an image is a really great way to instantly get a particular feel to your scene! A neat place to find compatible equirectangular images for this is Poly Haven
Renderer.SkyTex = Tex.FromCubemapEquirectangular("old_depot.hdr", out SphericalHarmonics lighting);
Renderer.SkyLight = lighting;
And here’s what it looks like applied to the default Material!
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