CubemapArray Godot Course
Inherits: ImageTextureLayered < TextureLayered < Texture < Resource < RefCounted < Object
An array of Cubemaps, stored together and with a single reference.
Description
CubemapArrays are made of an array of Cubemaps. Like Cubemaps, they are made of multiple textures, the amount of which must be divisible by 6 (one for each face of the cube).
The primary benefit of CubemapArrays is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple Cubemaps into a shader using a single CubemapArray. Cubemaps are allocated in adjacent cache regions on the GPU, which makes CubemapArrays the most efficient way to store multiple Cubemaps.
Godot uses CubemapArrays internally for many effects, including the Sky if you set ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections to true
.
To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, use ImageTextureLayered.create_from_images() on an instance of the CubemapArray class.
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:
Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).
Note: CubemapArray is not supported in the Compatibility renderer due to graphics API limitations.
Methods
create_placeholder() const |
Method Descriptions
Resource create_placeholder() const 🔗
Creates a placeholder version of this resource (PlaceholderCubemapArray).