How do I go for a custom skybox using HD Render Loop?

Hi all,

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?

Thanks

Philippe

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To use a custom skybox doesn’t require a material anymore (Well just a custom HDRI), only a few options to change.

So on your scene settings, you will need to change Visual Environment to HDRI Sky (This only changes the sky in the viewport not lighting)

Now to make this sky affect Lighting you will need to add the HDRI component

3445393--272798--upload_2018-3-31_10-10-51.png

This will allow you to input your cubemap for sky lighting/contribution.

3445393--272797--upload_2018-3-31_10-10-42.png

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

3445393--272797--upload_2018-3-31_10-10-42.png

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There is some documentation here:
https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Sky-and-Fog

Customization of sky require to follow some guideline (that we haven’t written for now), but you can copy paste HDRI sky as a start.

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?

Does anyone know if the sky can be set by code at runtime?

NVM I just figured it out! In case you’re wondering:

You can make a separate Volume profiles and swap em out via code like this

public UnityEngine.Experimental.Rendering.VolumeProfile profile;
    UnityEngine.Experimental.Rendering.Volume Volume { get { return FindObjectOfType<UnityEngine.Experimental.Rendering.Volume>(); }}

void Start()
{ Volume.profile = profile; }

Hello!

How can i use the old skybox/6sided materials? which has 6 texture?

Prefer using the HDRI sky for skybox then. Convert your 6 textures to a cubemap, and use it as source for the sky.

Thank you, how can i convert? i only find 1 texture converting

You can use the “Legacy Cubemap” described here : https://docs.unity3d.com/Manual/class-Cubemap.html
Create a “Legacy Cubemap” asset, drag your 6 textures, and voilà.

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I tried that but its look totaly different in 2018.2.11f1 and not working its give back only full white box

looks like this…

?

That’s strange. I just tested on the same Unity version, with latest (3.0.0) available HDRP version for it, and I have a proper cubemap asset :

Could it be that you have enabled the Debug inspector by mistake ? : 3777622--316105--upload_2018-10-12_14-37-49.png

No, its in normal view mode, how do you created the cubemap? right click → legacy → cubemap?

Yes, that’s exactly how I did.

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.

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@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.

3829015--322903--cubemapAssetHDRP.PNG
3829015--322906--cubemapAssetLWRP.PNG

i fixed the problem making a 6 sided layout in photoshop and imported it as a cubemap