I’m starting to evaluate and test the HD Render loop and I found an issue I don’t seem to be able to get around.
I’m trying to see if I can set my own custom skybox instead of using what seems to be the new forced procedural sky within it.
Each time I try to replace the material set in the Sky material within the Lighting window, it gets back to that Skybox/Cubemap internal material instead.
Could anyone tell me what I should disable in order to render my own custom skybox?
Now to make this sky affect Lighting you will need to add the HDRI component
This will allow you to input your cubemap for sky lighting/contribution.
All settings changed
Also Baking Sky - Not too sure what this does (Might be ambient light bake, not sure) but I’d change it from Procedural Sky to HDRI as well
Hi, is there anyway to link a direct light to the HDR texture as to get the shadow proyection from the light source in the HDR texture and when rotating the HDR the light moves along?
A solution could be to create manually (with an image editing tool) a single texture cubemap, by layouting all the 6 images side by side like in the doc :
And then import it as a cubemap texture.
It’s also recommended in the doc to use this method.
@Remy_Unity
i have the exact same problem
when i create a legacy cubemap and drag the 6 tiff textures into that !!!
that’s really hanging my entire project . i’m trying to make promotional stuff in HD Render pipeline
but the cubemap won’t work for me i’m using unity 2018.2.11f1
Experiencing the same issue, just done some testing, and the cubemap asset loads correctly on new projects using the old render model, and the LWRP but not using the HDRP, interestingly.