Settings Reference

intermediate concepts

Skybox Plus · Core Concepts

Material Inspector

Every parameter is grouped into a collapsible section. Click a section header to expand or collapse it, and use the checkbox on the right of the header to enable or disable that feature.

Only pay for what you use - Procedural Haze, the cubemap layers and Night Time compile into the shader only when their checkbox is enabled.

Procedural Haze

Procedural haze projects animated noise onto the skybox. It can be used alone for a foggy or noise-based cloud sky, or combined with cubemap layers.

ParameterDescription
Procedural Haze (toggle)Enable or disable the procedural haze layer.
NoiseThe noise texture used for the haze. A 256x256 Perlin noise texture is included in Resources/SkyboxPlus/Textures. You can assign your own.
TilingUV tiling of the noise texture (X, Y).
OffsetUV offset of the noise texture (X, Y).
ColorTint color applied to the haze.
ScaleControls the size of the noise pattern. Smaller values produce larger, softer clouds.
ThresholdNoise values below this threshold are discarded. Increase to create more defined, separated clouds.
IntensityOverall brightness of the haze effect.
Rotation AxisThe axis around which the haze rotates (X, Y, Z, W quaternion).
Rotation SpeedSpeed of the haze rotation animation. Set to 0 for a static haze.

Layers (Clouds or Mountains)

Each layer blends a cubemap texture on top of the sky. The Clouds shader supports up to 4 layers and the Landscape shader supports up to 7.

ParameterDescription
Layer N (toggle)Enable or disable this layer.
CubemapThe cubemap texture for this layer. The asset includes several hand-painted 4K cubemaps.
AlphaOpacity of this layer (0 = invisible, 1 = fully opaque).
Horizontal ShiftRotates the cubemap horizontally. Useful for offsetting layers so they don't overlap identically.
Horizontal SpeedHorizontal drift speed at runtime (Clouds shader only). Set to 0 for static clouds.
Vertical ShiftShifts the cubemap vertically, moving clouds higher or lower on the horizon.
Vertical MotionVertical oscillation speed at runtime (Clouds shader only).
Layer stacking tip - combine 2-3 cloud layers at different horizontal speeds and alpha values to create a parallax depth effect.

Sun Settings

The Sun position is driven by the scene's main directional light rotation.

ParameterDescription
Sun TintColor tint applied to the Sun disk and its flare/corona.
Sun SizeAngular size of the Sun disk.
Sun FlareIntensity of the corona glow around the Sun.

Rainbow

A procedural rainbow anchored to the point of the sky opposite the Sun, so it moves correctly as you rotate the directional light. Available in both shaders. Enable the section checkbox, or set Intensity above zero.

ParameterDescription
IntensityOverall strength of the bow. Zero disables the effect entirely.
SaturationHow pure the colors are. High values give bold, stylized bands; low values give a pale, realistic bow.
RadiusAngular radius of the primary bow in degrees. The default of 42 matches a real rainbow.
WidthThickness of the color bands.
Secondary BowStrength of the fainter outer bow, which shows the color order reversed. Zero hides it.

The bow only appears while the Sun is above the horizon and fades out with the horizon fog, the same way a real one does. It costs no texture fetches.

Preset - the Rainbow material shows a typical configuration after a shower.

Night Time (Moon + Stars)

Enable the Night Time toggle to add a moon and procedural stars. The skybox transitions between day and night automatically as you rotate the directional light past the horizon.

ParameterDescription
Enable Night TimeMaster toggle for all night-time features. Only enable if you need day/night transitions or a night skybox.
Moon TextureTexture used for the moon (a 256x256 moon texture is included).
Moon Size FactorScale of the moon disk.
Moon FlareGlow intensity around the moon.
Moon PhaseIlluminated portion of the moon, from full through half to new. Full by default.
Moon Phase AngleOrientation of the terminator, so the lit side can face any direction.
Star SizeSize of the procedural star sprites.
Star DensityNumber of stars visible in the sky.
Star BrightnessOverall brightness of the stars.
Star Darker ColorColor used for dimmer stars.
Star Brighter ColorColor used for brighter stars.
Star BlinkingIntensity of the star twinkle animation.
Star ClusteringGroups the stars into a dense band with patchy gaps instead of spreading them evenly, for a Milky Way look. Zero keeps the classic even star field.
Star Band AxisAxis the band is built around. The band runs perpendicular to it, so changing the axis tilts the band across the sky.
Star Band WidthHow wide the dense band is.

Second Moon

An extra moon or planet placed anywhere in the sky, useful for science fiction and fantasy settings. It reuses the moon texture and is not tied to the Night Time option, so it can also hang in a daylight sky. Enable the section checkbox, or set Size above zero.

ParameterDescription
SizeAngular size of the body. Zero disables it.
DirectionDirection of the body in world space.
TintColor tint applied to the moon texture.
BrightnessOverall brightness of the body.
PhaseIlluminated portion, from full through half to new.
Phase AngleOrientation of the terminator, so the lit side can face any direction.
Preset - the TwinMoons material places a second, bluish moon next to the main one.

Meteor Showers

Procedural shooting stars that cross the sky at runtime. Available in both shaders. Enable the section checkbox, or set Frequency above zero.

ParameterDescription
FrequencyHow often meteors appear. Zero disables the effect entirely.
Simultaneous MeteorsNumber of meteors that can be visible at the same time (1 to 4).
DurationSeconds each meteor takes to travel across the sky.
SizeThickness of the streak.
Trail LengthLength of the fading trail behind the meteor head.
ColorTint of the streak.
BrightnessOverall brightness of the streak.
Radiant DirectionThe point in the sky the shower appears to radiate from.
Direction SpreadZero keeps every meteor aligned with the radiant, like a real shower. Higher values scatter them in random directions.

Meteors spawn anywhere in the sky and fade out near the Sun and the Moon glow. The effect is pure math, so it adds no texture fetches.

Preset - the MeteorShower material shows a typical night sky configuration.

Aurora Borealis

Three layered animated curtains with waving ribbons, vertical rays and a soft diffuse base. Available in both shaders. Enable the section checkbox, or set Intensity above zero.

ParameterDescription
IntensityOverall brightness of the aurora. Zero disables the effect entirely.
Base ColorColor at the bottom of the curtains.
High ColorColor at the top of the curtains. The two colors blend along the vertical gradient.
ElevationHeight of the curtains above the horizon.
Vertical SpanHow tall the curtains are.
WavinessHow much the ribbons undulate along the horizon.
Ray DensityDensity of the vertical rays inside each curtain.
SpeedAnimation speed. Set to zero for a static aurora.
Noise texture required - the aurora samples the Noise texture of the Procedural Haze section. All included materials have it assigned; if you build a material from scratch, assign a noise texture even when the haze is disabled.
Preset - the AuroraNight material shows a typical polar night configuration.

Landscape Emissive Glow

Available in the Landscape shader only. Bright details of the landscape layers keep glowing when the Sun goes down, which is useful for lava flows, city lights or lit windows.

ParameterDescription
Landscape Emissive GlowEmission strength applied to the brightest texels of the landscape cubemaps. Zero disables the effect.

Other Settings

ParameterDescription
Sky TintGlobal color tint applied to the entire skybox.
ExposureOverall brightness multiplier.
Fog ColorColor of the horizon fog.
Fog AmountHow far the horizon fog extends vertically. Higher values push the fog higher into the sky.
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