Cubemap
Six square faces of one cube map.
Create Cubemap and call CreateFromImages with six square Images. For the tested Vulkan path, face order is +X, −X, +Y, −Y, +Z, −Z, matching Vulkan cube-face order. GetLayers returns 6. Use face index 0…5 for UpdateLayer and GetLayerData.
An imported sheet must match its selected 1×6, 2×3, 3×2 or 6×1 layout. Face ordering does not replace correct rotation of each image contents. The map does not itself enable reflections and is not an ordinary UI Texture2D.
The complete sky shader below accepts Cubemap in source_panorama. It was checked by rendering six camera directions with distinct solid face colors.
shader_type sky;
uniform samplerCube source_panorama : filter_linear, source_color, hint_default_black;
uniform float exposure : hint_range(0, 128) = 1.0;
void sky() {
// Adjust orientation only when the source face convention differs.
vec3 eyedir = vec3(EYEDIR.x, EYEDIR.y, EYEDIR.z);
COLOR = texture(source_panorama, eyedir).rgb * exposure;
}Face readback, placeholder, binary persistence and this shader were checked. Solid test colors do not verify seams or orientation inside a face. These diagnostic pixels are not a graphics-quality illustration.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
CubemapConstructor
public Cubemap();Creates an empty Cubemap without uploaded images. Initialize through CreateFromImages; a valid placeholder RID does not prove data exists.
Methods1
CreatePlaceholderResource
public Resource CreatePlaceholder();Creates a separate PlaceholderCubemap with current dimensions and layer/face count. Source pixels are not copied.
ResourceResource whose concrete type is PlaceholderCubemap.