Cubemap:- six faces in Unity's order with row 0 at the top;
SetPixel/GetPixel/SetPixels/GetPixelsstore colors as the format does (8-bit rounding, half floats);- mipmaps;
Applyuploads half floats, so HDR survives; Texture.dimensionandisDataSRGB.
- Cube textures from images:
.metatexture shape 2, and inline{"path"}for_Tex,_CubeandCubemapfields;- 2:1 latitude-longitude panoramas (oriented as Skybox/Panoramic), 6:1 and 1:6 strips, and 4:3 and 3:4 crosses;
- PNG, JPEG and Radiance
.hdr(our own RGBE decoder, flat and run-length encoded). .hdralso loads as a 2D texture, clamped to 8 bits.
Skybox/Cubemapdraws a cubemap sky (tint, exposure, rotation) and lights the skybox ambient mode.- Environment reflections:
- one cube-array texture holds the sky (slot 0) and up to eight reflection probes (128 pixels a face, 8 mips, RGBA16F);
- each slot is captured by rendering six views like a camera (no UI), each mip prefiltered by a cone blur for its roughness, then copied in;
- PBR surfaces sample their slot at Unity's roughness-to-mip curve, with box projection;
- the sky recaptures when it or the sun changes.
ReflectionProbe:- Unity's properties and defaults,
bounds,RenderProbe(one id per frame) andIsFinishedRendering; - realtime probes capture on awake, every frame, or on
RenderProbe(nothing before it when refreshed via scripting); - baked probes capture once (Unity's baked cubemaps aren't read); custom ones use
customBakedTexture; - each renderer reflects the most important probe holding its center (the smallest of equals), else the sky;
- inside captures, surfaces reflect the sky.
- Unity's properties and defaults,
- Unity scenes import probes (Unity's serialized names), and culling-mask BitFields now import for every component (cameras' masks came in as 0).
- A new
reflection_probesscenario records probe defaults, settings, bounds and import, RenderProbe ids, and Cubemap sizes, formats, mips and quantization. 37 scenarios pass in both runs. - GPU tests cover:
- cubemap skies against the GPU's cube convention (and the CPU face lookup);
- smooth metal reflecting the sky, a probe's background, a probe's captured scene, and a custom cubemap;
- outside a probe's box, the sky. An MCP e2e test covers a scene-edited probe and an HDR panorama sky.
- Not yet:
- OpenEXR;
- Unity's baked probe cubemaps;
- blending between probes, time slicing, culling masks and resolution in captures;
RenderTexture;- the
Skyboxcamera component.
- Next: post-processing (bloom, tone mapping, color grading) on an HDR target.
Phase 5 · Slice 12 ·