When I tried using Texture to load an isometric cube map as a skybox, its default rotation differed by 90 degrees from the CubeTexture loaded via env. Moreover, I couldn’t seem to rotate the Texture like I could with CubeTexture.rotationY.
To improve skybox loading efficiency, I had no choice but to do this.
I discovered that preprocessed env files used as skyboxes differed from the original images. This is likely caused by HDRFiltering.
Therefore, I opted to load skyboxes and env files separately. Skyboxes are displayed as high-resolution textures using equidistant columnar mapping.
Ambient light uses low-resolution preprocessed env files.
I achieved rotation by overriding the shader using a material plugin. However, my question is: as a skybox texture, this approach eliminates the need for cube map conversion and significantly outperforms CubeTexture in terms of skybox efficiency. Should we consider refining the EQUIRECTANGULAR mode of Texture to more easily achieve the same effect as CubeTexture?