I tried to find this info but found nothing around.
I produced both materials correctly and applied them to a cam, both working.
But I can’t understand what is the difference, when it’s better to use one or the other.
And bump
- Skybox covers the whole environment as if it is a real enviroment whereas Cube skybox is just an alternative to it which sometimes you don’t like when you are having a big environment.
- No matter how big is your environment and how far your objects go you would never get a feeling of passing through a Skybox whereas Cube skybox may do this.
- Skybox generates 6 drawcalls and Cube Skybox has only one draw call as Skybox comprises of 6 different textures whereas Cube skybox has only one texture with a very good shader.
- Quality is much better in Skybox than that of in Cube Skybox.
These are the points which i have concluded from my experience.
Thank you very much for your time
Can you go a bit deeper?
- You talk about ALTERNATIVE, but why or when should I use this alternative?
- Good, I know that skybox is infinitely far because it’s drawn before everything in the scene, but then, how cube skybox works? What is the difference?
- Good, so I’d probably choose cube skybox for mobile applications, that will save 5 drawcalls. Also, mobile games usually do not need large scenes. But anyway, how happens that in the cube skybox you cross the border?
- You are talking about texture resolution here I imagine, right?
Hello megmaltese
You have answered to your own question here:
See Cube skybox is especially meant for mobile applications where memory is your main concern.
Suppose you have a cube skybox now you didn’t put any collider beside the walls of the cube. Your game comprises a 3rd person shooter and if by any chance the user got a chance to hit the walls then he would definitely cross them and after that when he would get out of the cube, he would be able to see camera’s default color screen. But it would never happen in case of Skybox. No matter how deep the user falls he will always get to see your skybox. I know that can be handled but i am talking about this scenario.
Moreover even if you put all the colliders sometimes camera passes through the cube when the user is very close to the wall and he will be able to see beyond the cube skybox. Ofcourse everything has a solution so does it. You can refrain the user not to come too close too the wall by putting some objects which keep a distance between him and the wall.
The core difference lies in the shaders.
As you are aware of the fact that skybox comprises 6 draw calls because it uses a different shader viz. Skybox whereas a special shader viz. vertexUnlit has been written for Cube Skybox to save expensive draw calls.
I don’t know shader programming so i never go deep inside it. But yes someday i would learn that too.
Yes. see you are having a single texture in Cube Skybox to give you a 360° view whereas you have a list of 6textures to give you a perfect 360° view. So you could easily imagine where would you get better quality. Also if you increase the size of the cube the quality of the texture degrades. You must have seen it on planes, cubes, etc. by increasing their size. If not then you could try.
Hope the explaination would be understandable.
Yes totally, thank you very much.
Just for a discussion purpose: geometrically, if you place a point of view inside a cube, exactly at its center, and then scale it, you shouldn’t notice that at all, right?
You meant from the unifrom scaling, i guess.
It will still degrade the quality of the texture and that too uniformly
Are you sure about that? I can’t see why this should happen.
Hmmm… I might be wrong. Actually i have noticed that in orthographic camera but i think the main reason might be due to the distance between the camera and the object or most probably in the texture itself.
By the way did you give it a try?
No I didn’t check it but if you think of that, growing a cube and being perfectly in the center, will not change the texture resolution relative to the screen by a single pixel
I’ll see tomorrow, just curious about this
Skybox always show with MainCamera .
CubeSkyBox is a mesh with texture (Sky )
I thinking
Skybox always show with MainCamera .
CubeSkyBox is a mesh with texture (Sky )
I thinking
How do yall make the cube skybox move the way it should. I keep gettin crappy results! Either the movement is very jerky, or the corners of the cube skybox seem to dissapear, showing empty space… Anyone any idea??
Check your clipping plane settings, ThomasQ. A Skybox isn’t affected by clipping planes, as it’s not a 3 dimensional object whereas a cube skybox is. So if your cube skybox is larger than your clipping planes, that’s why it partly disappears.