Legacy they chose this because BiRP used it, and they didnât have easy texture swizzling back then (only added in 2022) so they went with âjust use legacy instead of industry formatsâ
I really wish they would get up to date with these industry texture standards, will go see if there is any rallying on the Unity forums about it
by user 103054507105067008
The skybox format is easy to miss indeed, one of the cases where Unity handles so much stuff automagically that itâs hard to understand why it suddenly doesnât work anymore just because of setting a custom reflection. Same applies to Reflection Probes by the way â just that thereâs magic as well as the Custom Probe âBakeâ button applies the convolution automatically to the generated cubemaps.
In the next render pipeline hahaha
I can look back on old projects using a custom reflection map for whitespace product view knowing those were set up wrong
by user 103054507105067008
There is another render pipeline coming?!
by user 103054507105067008
Haha I sure hope not, that was just a bad joke from my end
Who knows what theyâre URP/HDRP alignment efforts will bring tho
Probably the legacy of old materials breaking too but they could do a switch if the alpha channel is used or not or something to switch between ORM/Alpha
by user 103054507105067008
Unrelated quick question on this, if the reflection source is skybox in unity, no reflection probes in scene but I change the rotation or colour of the skybox Cubemap in use, it doesnât update the reflections in the scene. Is there a way around this for look-dev? I want to rotate a skybox and have matching rotated reflections
by user 103054507105067008
Actually ignore that
by user 103054507105067008
This does update automatically in Unity, just takes a second or two until they rebake the probes in the background
I realised that later on as my laptop was chugging. Trying to match up Blender/Unity Viewport/Needle for art look dev⊠is the Tonemapping from global volumes working in Needle exports now? I saw you tweeted about it a while back https://mobile.twitter.com/hybridherbst/status/1566776914328649730
by user 103054507105067008
Yes, tonemapping and exposure work since then - and theyâre much more performant as in Unity. In three these two donât require an extra pass, theyâre just part of what regular shaders do
If you want to match Blender to Unity to Web, recommend making sure that in Blender you set your viewport to âsRGBâ or âACESâ, by default it uses âFilmicâ which looks very different
So either âNone everywhereâ or âACES everywhereâ for fully matching color pipelines.
Stumbled across the filmic setting in Blender earlier on a troubleshooting call earlier so glad you mentioned it
by user 103054507105067008