So earlier today i was messing around with skyboxes trying to make a custom one. I noticed something about unity, even the prefab skyboxes are low quality. I asked about this on UA thinking maybe i did something wrong but its a hit or miss if i ever get help so hopefully the forums have better results.
So basically no matter what size i import my skybox textures, no matter how crystal clear, unity will downscale the quality… on ALL max sizes and every color option with clamp enabled, it does not matter the quality will be downscaled.
It seems only related to skyboxes because my terrain textures look awesome with bump mapping.
Any help would be much appreciated because ive spent around 4 hours trying to figure out what the hell is wrong
Skybox prefabs are pixelated along with my own textures even though they are sharp and 1024x1024 everywhere else. Textures are fine everywhere else except skyboxes. Thats the only problem im running into.
Well, skyboxes are not 1 to 1 (they are mapped on a cube). So there will be filtering going on. Try setting the aniso level up to 4, and changing the filter mode to “point”, or turning off compression on it (use argb32). If you want a true pixel perfect sky, you will need to go to a higher resolution texture, or write something that doesn’t map the textures in 3d space.
if you’re just after space effects, I recommend using the “space for unity” package.
Actually im not even concerned about it being a night sky anymore, i just want the ability to make sharp textures for the sky. I know theyre cubed im just wondering why they always show pixelated.
Your UA says the textures are 512x512, but the post above says 1024. Either one will result in stretching since the cube is much larger than the screen. There is no 1 to 1 in 3d (if there were, everything would be flat. :)) You are only seeing part of the texture, and it’s stretched. You can turn off filtering (you currently have it set to bilinear on the UA page), but that will just result in it being more blocky. That may be enough for you. To turn off compression, set the texture to “truecolor”. If you really need something that is not stretched and filtered, you will need to come up with your own sky routines, or use a much larger texture (like 2048).
sorry its because i was switching between sizes trying to figure out what it may be during the answers question and this post… ive tried it at 4000 but ill give it another shot