Back in the old days, or at least before 360-degree photos, we simply referred to 360 images as skyboxesas the way to create background imagery in computer graphic landscapes. Skyboxes depict what's far on the horizon, may contribute to the ambient lighting of the scene, can be used for rendering reflections on object surfaces, and are not interactable. Unity supports skyboxes as part of the Lighting Environment for each scene. We used skyboxes already in a few of the previous chapters' projects (including Wispy Sky and Skull Platform). Common sources of skyboxes include cylindrical panoramas, spherical panoramas (360 images), and a six-sided cube. We won't consider the cylindrical one since it's less useful for VR. We'll look at cubemaps first.
Six-sided or cubemap skyboxes
A skybox can be represented by six sides of a cube, where each side is akin to a camera capturing its view pointing in each of the six directions...