The Unity Editor can import texture source files with a number of common formats, such as JPEG or PNG. However, GPUs do not use these formats at runtime; instead, they use different, specialized compression formats that are optimized for memory usage and
or you want additional Crunch compression, then Apple devices support ETC/ETC2 formats starting with A7 chip (2013). For even older devices, PVRTC is the compression format to use. On iOS you can configure the default texture compression format in thePlayer Settings. PVRTC gives you the broade...
Using ASTC Texture Compression for Game Assets | NVIDIA Developer Unity - Manual: Recommended, default, and supported texture compression formats, by platform (unity3d.com) P1 纹理压缩 是为了解决内存、带宽问题,专为在计算机图形渲染系统中存储纹理而使用的图像压缩技术; 图片格式 是图片文件的存储格式,通...
textureCompression = TextureImporterCompression.Compressed }); textureImporter.SetPlatformTextureSettings(new TextureImporterPlatformSettings { name = "iPhone", overridden = true, maxTextureSize = 1024, format = TextureImporterFormat.ASTC_6x6, textureCompression = TextureImporterCompression.Compressed }); } ...
The texture compression format which the texture will be compressed with. You should try stick to a specific format across your entire project to ensure you don’t run into compatibility issues. On Android when a compression format isn’t natively supported it’ll switch to software decompression...
注:Unity版本为Unity 2021.3.14f1c1 发布设置 Build Settings窗口 选择WebGl平台并Switch Platform确认切换为该平台 Texture Compression:从下面的可用格式选项中进行选择,为项目中的纹理设置默认纹理压缩格式。还可以使用此设置从脚本或使用命令行开关 -setDefaultPlatformTextureFormat 进行更改。Use default format (DXT...
; //根据平台设置纹理 TextureImporterPlatformSettings platformSetting = Atlas.GetPlatformSettings("Android"); platformSetting.overridden = true; platformSetting.maxTextureSize = 2048; platformSetting.textureCompression = TextureImporterCompression.Compressed; platformSetting.format = TextureImporterFormat.ASTC_...
newTextureImporterPlatformSettings();// Specify Android = "Android", PC = "Standalonesettings.name="iPhone";settings.overridden=true;settings.textureCompression=TextureImporterCompression.Compressed;// Specify compression formatsettings.format=TextureImporterFormat.ASTC_6x6;importer.SetPlatformTextureSettings(...
unity 纹理 compression unity 纹理坐标 实现简单的纹理映射 1 单张纹理 1.1 纹理 使用纹理映射(Texture Mapping)技术,我们把一张图片逐纹素(Texel)地控制模型的颜色。 美术人员建模时,会在建模软件中利用纹理展开技术把纹理映射坐标(Texture-Mapping Coordinates)存储在每个顶点上。纹理映射坐标定义了该顶点在纹理中的...
Compression 只有 Default 设置里才能设置,Compression 与 Format 之间是映射关系。如果不勾选 override,Compression 的设置不同,在不同平台将会默认显示不同的压缩格式。 TextureImporter ti = AssetImporter.GetAtPath(m_texturePathList[i]) as TextureImporter; if (ti == null) { continue; } if (ti.textureTyp...