Settings Reference
intermediate conceptsMaterial 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.
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.
| Parameter | Description |
|---|---|
| Procedural Haze (toggle) | Enable or disable the procedural haze layer. |
| Noise | The noise texture used for the haze. A 256x256 Perlin noise texture is included in Resources/SkyboxPlus/Textures. You can assign your own. |
| Tiling | UV tiling of the noise texture (X, Y). |
| Offset | UV offset of the noise texture (X, Y). |
| Color | Tint color applied to the haze. |
| Scale | Controls the size of the noise pattern. Smaller values produce larger, softer clouds. |
| Threshold | Noise values below this threshold are discarded. Increase to create more defined, separated clouds. |
| Intensity | Overall brightness of the haze effect. |
| Rotation Axis | The axis around which the haze rotates (X, Y, Z, W quaternion). |
| Rotation Speed | Speed 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.
| Parameter | Description |
|---|---|
| Layer N (toggle) | Enable or disable this layer. |
| Cubemap | The cubemap texture for this layer. The asset includes several hand-painted 4K cubemaps. |
| Alpha | Opacity of this layer (0 = invisible, 1 = fully opaque). |
| Horizontal Shift | Rotates the cubemap horizontally. Useful for offsetting layers so they don't overlap identically. |
| Horizontal Speed | Horizontal drift speed at runtime (Clouds shader only). Set to 0 for static clouds. |
| Vertical Shift | Shifts the cubemap vertically, moving clouds higher or lower on the horizon. |
| Vertical Motion | Vertical oscillation speed at runtime (Clouds shader only). |
Sun Settings
The Sun position is driven by the scene's main directional light rotation.
| Parameter | Description |
|---|---|
| Sun Tint | Color tint applied to the Sun disk and its flare/corona. |
| Sun Size | Angular size of the Sun disk. |
| Sun Flare | Intensity 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.
| Parameter | Description |
|---|---|
| Intensity | Overall strength of the bow. Zero disables the effect entirely. |
| Saturation | How pure the colors are. High values give bold, stylized bands; low values give a pale, realistic bow. |
| Radius | Angular radius of the primary bow in degrees. The default of 42 matches a real rainbow. |
| Width | Thickness of the color bands. |
| Secondary Bow | Strength 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.
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.
| Parameter | Description |
|---|---|
| Enable Night Time | Master toggle for all night-time features. Only enable if you need day/night transitions or a night skybox. |
| Moon Texture | Texture used for the moon (a 256x256 moon texture is included). |
| Moon Size Factor | Scale of the moon disk. |
| Moon Flare | Glow intensity around the moon. |
| Moon Phase | Illuminated portion of the moon, from full through half to new. Full by default. |
| Moon Phase Angle | Orientation of the terminator, so the lit side can face any direction. |
| Star Size | Size of the procedural star sprites. |
| Star Density | Number of stars visible in the sky. |
| Star Brightness | Overall brightness of the stars. |
| Star Darker Color | Color used for dimmer stars. |
| Star Brighter Color | Color used for brighter stars. |
| Star Blinking | Intensity of the star twinkle animation. |
| Star Clustering | Groups 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 Axis | Axis the band is built around. The band runs perpendicular to it, so changing the axis tilts the band across the sky. |
| Star Band Width | How 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.
| Parameter | Description |
|---|---|
| Size | Angular size of the body. Zero disables it. |
| Direction | Direction of the body in world space. |
| Tint | Color tint applied to the moon texture. |
| Brightness | Overall brightness of the body. |
| Phase | Illuminated portion, from full through half to new. |
| Phase Angle | Orientation of the terminator, so the lit side can face any direction. |
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.
| Parameter | Description |
|---|---|
| Frequency | How often meteors appear. Zero disables the effect entirely. |
| Simultaneous Meteors | Number of meteors that can be visible at the same time (1 to 4). |
| Duration | Seconds each meteor takes to travel across the sky. |
| Size | Thickness of the streak. |
| Trail Length | Length of the fading trail behind the meteor head. |
| Color | Tint of the streak. |
| Brightness | Overall brightness of the streak. |
| Radiant Direction | The point in the sky the shower appears to radiate from. |
| Direction Spread | Zero 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.
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.
| Parameter | Description |
|---|---|
| Intensity | Overall brightness of the aurora. Zero disables the effect entirely. |
| Base Color | Color at the bottom of the curtains. |
| High Color | Color at the top of the curtains. The two colors blend along the vertical gradient. |
| Elevation | Height of the curtains above the horizon. |
| Vertical Span | How tall the curtains are. |
| Waviness | How much the ribbons undulate along the horizon. |
| Ray Density | Density of the vertical rays inside each curtain. |
| Speed | Animation speed. Set to zero for a static aurora. |
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.
| Parameter | Description |
|---|---|
| Landscape Emissive Glow | Emission strength applied to the brightest texels of the landscape cubemaps. Zero disables the effect. |
Other Settings
| Parameter | Description |
|---|---|
| Sky Tint | Global color tint applied to the entire skybox. |
| Exposure | Overall brightness multiplier. |
| Fog Color | Color of the horizon fog. |
| Fog Amount | How far the horizon fog extends vertically. Higher values push the fog higher into the sky. |
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