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This also adds an example sky shader for using a cubemap as a skybox. This solution should be preferred to converting the cubemap texture to a panorama sky, as that method implies a loss in quality compared to the source cubemap.
42 lines
3.0 KiB
XML
42 lines
3.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Cubemap" inherits="ImageTextureLayered" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Six square textures representing the faces of a cube. Commonly used as a skybox.
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</brief_description>
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<description>
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A cubemap is made of 6 textures organized in layers. They are typically used for faking reflections in 3D rendering (see [ReflectionProbe]). It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.
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This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of [Cubemap] resources.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_2x3.webp]2×3 cubemap template (default layout option)[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_3x2.webp]3×2 cubemap template[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_1x6.webp]1×6 cubemap template[/url]
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- [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/cubemap_template_6x1.webp]6×1 cubemap template[/url]
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[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. To use a cubemap as a skybox, convert the default [PanoramaSkyMaterial] to a [ShaderMaterial] using the [b]Convert to ShaderMaterial[/b] resource dropdown option, then replace its code with the following:
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[codeblock lang=text]
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shader_type sky;
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uniform samplerCube source_panorama : filter_linear, source_color, hint_default_black;
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uniform float exposure : hint_range(0, 128) = 1.0;
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void sky() {
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// If importing a cubemap from another engine, you may need to flip one of the `EYEDIR` components below
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// by replacing it with `-EYEDIR`.
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vec3 eyedir = vec3(EYEDIR.x, EYEDIR.y, EYEDIR.z);
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COLOR = texture(source_panorama, eyedir).rgb * exposure;
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}
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[/codeblock]
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After replacing the shader code and saving, specify the imported Cubemap resource in the Shader Parameters section of the ShaderMaterial in the inspector.
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Alternatively, you can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an equirectangular sky map and use [PanoramaSkyMaterial] as usual.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create_placeholder" qualifiers="const">
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<return type="Resource" />
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<description>
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Creates a placeholder version of this resource ([PlaceholderCubemap]).
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</description>
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</method>
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</methods>
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</class>
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