16K Deep Field Skyboxes – 5 HDRI Galaxy Panoramas


- 5 Skybox/Cubemap materials, exposure tuned per sky ... USE CASES ... Every screenshot is the raw HDRI at a fixed exposure - no post, no colour grading. What you see is what you get.


by Matei Ioan Alexandru


Price History +

Five seamless 16K deep-space HDRI skyboxes - realistic spiral galaxies in quiet, sparse star fields. Cubemaps, skybox materials and 5 example scenes. No dependencies.

- 5 seamless 16K (16384 x 8192) equirectangular HDR skyboxes

- Radiance .hdr (RGBE) imported as Cubemaps with 8192 px faces

- 5 Skybox/Cubemap materials with per-sky exposure

- 5 example scenes with a look-around camera script

- Seamless at the 360 degree wrap, clean at both poles

- Built-in RP example scenes; cubemaps also work in URP and HDRP

- Unity 2022.3 LTS or newer, no dependencies

Five seamless 16K (16384 x 8192) deep-field space skyboxes for Unity: a grand barred spiral, twin spirals, a galaxy trio, an edge-on knife-edge galaxy and a lone face-on spiral, set in sparse star fields with thousands of faint background galaxies and true black space. Natural high dynamic range and no clutter - realistic deep space instead of busy, stylized starfields.


WHAT'S INSIDE

- 5 HDR skyboxes at 16384 x 8192, imported as Cubemaps (8192 px faces)

- 5 Skybox/Cubemap materials, exposure tuned per sky

- 5 example scenes (Example Levels) - press Play and look around: mouse, WASD or arrow keys, scroll to zoom

- README with setup notes


TECHNICAL

- Radiance .hdr (RGBE), equirectangular / longlat, seamless at the 360 degree wrap and clean at both poles

- Built-in Render Pipeline example scenes; the cubemaps and HDR files also work in URP and HDRP

- Unity 2022.3 LTS or newer, no dependencies


HOW TO USE

Open any scene in Example Levels, or assign one of the materials under Window > Rendering > Lighting > Environment > Skybox Material. The skybox also provides ambient light and reflections.


USE CASES

Space games, sci-fi cinematics, cockpit and ship scenes, menu and title screens, trailers, VR space scenes.


Every screenshot is the raw HDRI at a fixed exposure - no post, no colour grading. What you see is what you get.