Tex.FromCubemapFile
static Tex FromCubemapFile(String[] cubeFaceFiles_xxyyzz, bool sRGBData, int priority)
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.
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. |
int priority | The priority sort order for this asset in the async loading system. Lower values mean loading sooner. |
RETURNS: Tex | A Tex asset from the given files, or null if any failed to load. |
static Tex FromCubemapFile(String[] cubeFaceFiles_xxyyzz, SphericalHarmonics& lightingInfo, bool sRGBData, int priority)
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.
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. |
int priority | The priority sort order for this asset in the async loading system. Lower values mean loading sooner. |
RETURNS: Tex | A Tex asset from the given files, or null if any failed to load. |
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