- The MCP editor keeps a scene's RenderSettings:
- a
set_render_settingscommand (undoable and reviewable, checked against RenderSettings' property names; null resets one); scene_openreads them from.unityscenes and from JSON scenes ({"renderSettings", "objects"}), andscene_queryshows the ones that differ from the defaults;- play mode applies them before Awake;
scene_savepatches only the changed fields of the.unityfile's RenderSettings document, or writes the JSON object form;- sessions handed to a new build keep them.
- a
- Skyboxes:
Skybox/Proceduraluses our own sky model with Unity's parameters: tint, ground, exposure, atmosphere thickness, and a simple or high-quality sun disk following the main light;Skybox/Panoramic(latitude-longitude, Unity's orientation) andSkybox/6 Sided, both with tint, exposure and rotation;- cameras clearing to the skybox draw it behind everything, or their background color without one;
- in the skybox ambient mode, the ambient light (trilight, from cosine-weighted sky averages) and reflections come from the sky, integrated on the CPU and cached.
- RenderSettings and skybox behavior:
RenderSettings.skyboxis Default-Skybox in scenes from files, and none in scenes made withCreateScene(as Unity records);- a skybox material's edits show at once;
- a scene's
"skybox"is"Default-Skybox","None", an asset, or an inline material; .matfiles with Unity's built-in skybox shaders import.
- Materials take per-shader property defaults (Panoramic's exposure is 1, Procedural's 1.3).
- 3D physics builds colliders in creation order, not hash order. Contact callback order no longer depends on handle values, as 2D physics already did.
render_settingsnow also records the skybox shaders' defaults, a script-set skybox, a scene's own skybox material (NESky.mat), and clearing it.- GPU tests check the procedural sky against its CPU model (within 3/255), the panorama's orientation, and the six faces with rotation. MCP e2e tests cover editing, playing and saving RenderSettings, and cameras showing the default, a tinted and no skybox.
- Not yet:
Skybox/Cubemap(no cubemap textures yet), theSkyboxcomponent on cameras, reflection probes, and fog on the skybox (Unity doesn't fog it either). - Next: cubemap textures (
Cubemap,.hdr/.exrimport), then reflection probes.
Phase 5 · Slice 11 ·