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Question by Major · Mar 06, 2015 at 05:20 AM · gameobjecttransformproceduralskyboxspace

Normal Texture to Skybox

I have been tinkering with making a real scale space scenes and ran into the problem of rendering the massive distances between the celestial bodies. I figured the best solution is to render a skybox. So that is the background story. I was able to render a normal texture that shows all the objects I want to show as dots with a black background. But I can't figure out how to convert this image into a skybox. Here is what I am working with:

 Texture2D skyTex = new Texture2D(1024, 1024);
         stars = GameObject.FindGameObjectsWithTag("Respawn");
 
         for(int y=0; y<1024; y++){
             for(int x=0; x<1024; x++){
                 skyTex.SetPixel(x, y, Color.black);
             }
         }
 
         foreach(GameObject s in stars){
             Vector3 coords = _camera.WorldToScreenPoint(s.transform.position);
             skyTex.SetPixel(Mathf.RoundToInt(coords.x), Mathf.RoundToInt(coords.y), Color.yellow);
         }
 
         skyTex.Apply();
 
             MeshRenderer mr = GetComponent<MeshRenderer>();
             mr.sharedMaterials[0].mainTexture = skyTex;
         skyTex.wrapMode = TextureWrapMode.Repeat;

I would appreciate any help on this topic. Thanks!

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