implement skybox
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Assets/Textures/Skies/planets/AllSkyFree_Readme.txt
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Assets/Textures/Skies/planets/AllSkyFree_Readme.txt
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Welcome to AllSky Free!
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This is a small sample edition of the full version of Allsky.
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It contains a set of 10 skyboxes for use in your environments.
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I hope you find them useful!
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You can Buy the full version of AllSky here :
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https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-200-sky-skybox-set-10109
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The full version has 200 skies for Unity! Provided as 6 sided cubemaps sized from x1024 to x2048 per-side along with an equirectangular cubemap texture ranging from 4k to 16k in size. Each has an example lighting setup scene!
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Various styles: Day, Night, Cartoon, Fantasy, Hazy, Epic, Space, Sunless and Moonless!
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For lighting artists, environment artists and indie developers looking for a wide suite of skies to light their environments.
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Lighting from day to night: Twilight, sunset, multiple times of day, multiple times of night, skyglow.
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Many weather and cloud types: Clear, overcast, summery, stormy, autumnal, hazy, epic, foggy, cumulus.
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TECHNICAL
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Texture format: Each sky is a 6 sided cubemap. Source PNG texture resolution per-side ranges from x1024 to x2048. Equirectangular images vary in size up to 16k textures.
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Skies are sorted by time of day or style in folders.
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Each individual sky has a folder which contains the textures and a material with those textures assigned.
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There is also a demo scene with example lighting and fog pass for reference.
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Each sky has its own 6 sided skybox material which you can set to your scene's current skybox.
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Please consult the Unity documentation if you are unsure how to do this.
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http://docs.unity3d.com/Manual/HOWTO-UseSkybox.html
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There is also an equirectangular material. Some users report that this is preferable in their use-case or build platform.
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The materials are mostly set as /mobile/skyboxes shaders - which should be fastest - but you can change them to the other skybox shaders that ship with Unity and set the required textures. Some add tint, exposure and rotation controls.
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The import resolution and type of compression used on the sky textures is entirely up to you. It should be set at a level which you feel utilises appropriate amounts of memory for your game amd platform, taking into account the amount of compression artifacts that you feel are acceptable.
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DEMO SCENE
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Each sky folder also has a demo scene. This shows a simple low-poly environment to demonstrate lighting and fog settings for that sky.
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It was lit in the Forward Lighting Rendering Path with Linear lighting Color Space.
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For intended demo scene lighting values and fog to be visible you will need a project with those settings.
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(Under Edit->Project Settings->Player)
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If you have to change these settings it may be necessary to re-import the sky textures.
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The demo scene can benefit from increasing the Pixel light count in quality settings, and the Shadow Distance.
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WHO
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This asset pack is by Richard Whitelock.
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A game developer, digital artist & photographer.
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15+ years in the games industry working in a variety of senior art roles on 20+ titles.
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Particularly experienced in environment art, lighting & special FX.
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Currently working on various indie game & personal projects.
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http://www.richardwhitelock.com
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Assets/Textures/Skies/planets/back.png
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Assets/Textures/Skies/planets/back.png
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Assets/Textures/Skies/planets/down.png
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Assets/Textures/Skies/planets/front.png
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Assets/Textures/Skies/planets/left.png
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Assets/Textures/Skies/planets/right.png
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Assets/Textures/Skies/planets/up.png
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