Tex.GenCubemap

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

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

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

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

   
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!
static Tex GenCubemap(SphericalHarmonics& lighting, int resolution, float lightSpotSizePct, float lightSpotIntensity)

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

   
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.
float lightSpotSizePct The size of the glowing spot added in the primary light direction. You can kinda think of the unit as a percentage of the cubemap face’s size, but it’s technically a Chebyshev distance from the light’s point on a 2m cube.
float lightSpotIntensity The glowing spot’s color is the primary light direction’s color, but multiplied by this value. Since this method generates a 128bpp texture, this is not clamped between 0-1, so feel free to go nuts here! Remember that reflections will often cut down some reflection intensity.
RETURNS: Tex A procedurally generated cubemap texture!




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