forked from BilalY/Rasagar
27 lines
1.5 KiB
Markdown
27 lines
1.5 KiB
Markdown
|
# Create an HDRI sky
|
||
|
|
||
|
A High-dynamic-range imaging (HDRI) Sky is a simple sky representation that uses a cubemap texture. You can define how HDRP updates the indirect lighting the sky generates in the Scene.
|
||
|
|
||
|
Tip: [Unity HDRI Pack](https://assetstore.unity.com/packages/essentials/beta-projects/unity-hdri-pack-72511) is available on the Unity Asset Store and provides 7 pre-converted HDR Cubemaps ready for use within your Project.
|
||
|
|
||
|
![](Images/HDRPFeatures-HDRISky.png)
|
||
|
|
||
|
## Using HDRI Sky
|
||
|
|
||
|
**HDRI Sky** uses the [Volume](understand-volumes.md) framework, so to enable and modify **HDRI Sky** properties, you must add an **HDRI Sky** override to a [Volume](understand-volumes.md) in your Scene. To add **HDRI Sky** to a Volume:
|
||
|
|
||
|
1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
|
||
|
2. In the Inspector, go to **Add Override** > **Sky** and select **HDRI Sky**.
|
||
|
|
||
|
After you add an **HDRI Sky** override, you must set the Volume to use **HDRI Sky**. The [Visual Environment](visual-environment-volume-override-reference.md) override controls which type of sky the Volume uses. To set the Volume to use **HDRI Sky**:
|
||
|
|
||
|
1. In the **Visual Environment** override, go to the **Sky** > **Sky Type**
|
||
|
2. Set **Sky Type** to **HDRI Sky**.
|
||
|
|
||
|
HDRP now renders an **HDRI Sky** for any Camera this Volume affects.
|
||
|
|
||
|
Refer to the [HDRI Sky Volume Override Reference](hdri-sky-volume-override-reference.md) for more information.
|
||
|
|
||
|
[!include[](snippets/volume-override-api.md)]
|
||
|
|