
Beschreibung
Thirty 360-degree skies as 4K HDRIs: clear days, cloud layers, storms, golden hours, twilight, night, deep space and alien atmospheres. They arrive ready to use in both engines - Unity skybox materials and Unreal cubemaps with a sky material - so a sky is picked, not set up.
WHAT YOU GET
Day: Clear Noon, Clear Afternoon, Mountain Clear, Morning Haze, Fair Weather Cumulus, Broken Cumulus, Summer Towers, High Cirrus, Overcast, Storm Front, Winter Pale. Golden hour and twilight: Golden Hour, Sunrise Pastel, Sunset Clouds, Fiery Sunset, Twilight Afterglow, Dusk Blue Hour. Night: Starry Night, Moonlit Clouds, Night Horizon Glow. Space: Deep Space Nebula, Crimson Nebula, Emerald Nebula, Violet Nebula, Golden Nebula, Galactic Core, Starfield Clear. Alien: Alien Pink, Toxic Green, Mars Dust.
The cloud skies are volumetric clouds lit by a physical sky model, so the sun sits where the light comes from and the clouds are shaded by it. The night and space skies are starfields, galactic bands and nebulae built from layered noise.
UNITY
Tested in Unity 6000.5 in both the Built-In Renderer and the Universal Render Pipeline. Each sky is a Skybox/Panoramic material, the skybox shader Built-In and URP share, so one set of materials covers both. The textures come in with the settings a panorama needs already applied: full 4096 size rather than Unity's default 2048, and mipmaps off, which removes the thin seam where a panorama wraps. A demo scene steps through every sky with Previous and Next buttons, under three reference spheres - matte, mirror and rough metal - so you see how each one lights and reflects.
HDRP has no panoramic skybox shader; the included README gives the cubemap and HDRI Sky volume route.
UNREAL
Unreal Engine 5.8. Every sky is a TextureCube, ready for a Sky Light set to a specified cubemap. An unlit sky material with one instance per sky shows the sky itself, and the demo level puts it on a sky sphere with a Sky Light fed the same cubemap and the same three reference spheres. The cubemaps also work in Epic's HDRI Backdrop if you use it. The project needs no plugins; to keep it minimal it disables ModelingToolsEditorMode and the default plugins that would re-enable it (Dataflow, SkeletalMeshModelingTools, Interchange and their dependents), none of which the skies use.
ANY OTHER ENGINE
The raw panoramas ship alongside both formats as 4096x2048 Radiance .hdr and OpenEXR files. Godot, Blender, or anything that takes an equirectangular HDRI uses them directly.
SEAMLESS
Each sky is rendered a little past 360 degrees and cropped, so both edges of the image are interior pixels of the same sky. There is no wrap seam to paint out.
BRIGHTNESS
Clear and cloudy daytime skies are scaled so the sky itself sits between 0.2 and 0.3, with the sun kept at its true ratio above it. At exposure 1 with no tonemapping they read as blue sky rather than a white dome, and the sun is still bright enough to light a scene. Storm, twilight and dusk skies sit lower, as the real thing does, and night and space skies are scaled to their brightest stars and gas.




