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Sky

Controls everything overhead — the sky background that fills the horizon, the ambient light it casts on the scene, and the global wind that drives clouds, cloth, and particle systems. Presets bundle these into named looks like Skymap, Procedural, Indoor, Thin Cloud, and Cloudy.

Mode

Mode picks one of three sky renderers and the rest of the panel reshapes to match. Color paints a flat gradient sky from the Sky Color / Middle Color / Ground Color values and is the cheapest option. Sky Map wraps a 360° panorama (built-in or imported) around the scene — use this for outdoor or stylized backgrounds. Procedural renders a physically-based sky and (on HDRP) is the only mode that supports volumetric clouds.

Sky Map and Orientation

When mode is Sky Map, Sky Map chooses the panorama from the built-in set plus anything imported into the content library. Loading large skymaps is asynchronous so the UI stays responsive. Orientation rotates the sky in degrees around the vertical axis — this also rotates the projection used for the ground sky-dome material, so adjusting it shifts ground reflections too.

Background and Ambient

Background (HDRP) scales how bright the sky looks on screen. Sky Ambient controls how much that sky bleeds into the rest of the scene as ambient lighting — lower it if a bright skymap is washing out actor shading. On URP the same role is played by Sky Exposure and Intensity, where Sky Exposure also feeds reflection probe brightness.

Sky Colors

In Color mode, Sky Color, Middle Color, and Ground Color define the top, horizon, and bottom of a three-band gradient. They also drive trilight ambient lighting (and on HDRP, the fog albedo), so changing them tints what the scene picks up from the sky in addition to the visible background.

Wind

Wind sets a global wind speed that drives cloth simulation, particle dynamics, and (on HDRP) volumetric cloud movement. Wind Direction sets its compass heading. Keep this modest — high wind speeds make hair and skirts visibly thrash.

Wind Field

A localized wind volume on top of the global wind, useful for staged effects like a fan blowing on one actor. Toggle it on, then position and orient the cylindrical field with Position / Rotation (an interactive gizmo appears while the menu is open). Distance is the cylinder’s length, Radius its width, and Speed its strength. Affects cloth and particles inside the volume only.

Clouds (HDRP)

Volumetric clouds, available only in Procedural mode. The Toggle turns them on. Shape Scale and Shape Factor control the large-scale silhouette; Erosion Scale and Erosion Factor add the wispy edge detail; Density controls overall coverage. Shadow projects cloud shadows onto the scene — costly but adds a lot of realism on outdoor stages. Wind Multiplier scales the global wind for clouds only, so they can drift faster or slower than the rest of the scene.