void CreateSphere(Cubemap _texture, Vector3 pos) { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere); GameObject temp = new GameObject(_texture.ToString()); spheres.Add(go.transform); go.transform.SetParent(temp.transform); Transform t = temp.GetComponent <Transform> (); t.localScale = Vector3.one * scale; MeshRenderer mr = go.GetComponent <MeshRenderer> (); Material mat = new Material(_shader); Cubemap tex = null; tex = new Cubemap(_texture.width, TextureFormat.ARGB32, false); Color[][] pixels = new Color[6][]; if (!getPixel) { for (int i = 0; i < 6; i++) { pixels [i] = new Color[_texture.width * _texture.width]; pixels [i] = _texture.GetPixels(cubemapFaces [i]); tex.SetPixels(pixels [i], cubemapFaces [i]); } } else { for (int ii = 0; ii < 6; ii++) { pixels [ii] = new Color[_texture.width * _texture.width]; int i = 0; for (int y = 0; y < _texture.width; y++) { for (int x = 0; x < _texture.width; x++) { pixels [ii] [i] = _texture.GetPixel(cubemapFaces [ii], x, y); i++; } } tex.SetPixels(pixels [ii], cubemapFaces [ii]); } } //tex.SetPixels (pixels); tex.Apply(); LabelMaker.MakeLabel(_texture.name.ToString().Remove(0, 5), Color.white, t); tex.filterMode = FilterMode.Point; mat.mainTexture = tex; mat.name = _texture.name; go.name = _texture.name; mr.material = mat; tex.wrapMode = TextureWrapMode.Clamp; tex.Apply(); t.SetParent(transform); t.position = pos; }