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2D...
Unity texture import settings can be adjusted by selecting the texture in the project window to show the texture import settings in the inspector window. From the texture import settings you can set texture compression, control mip-mapping and adjust few other useful texture settings. (If you don...
S3TC(S3 TextureCompression)/DXTC/FXT1:S3TC是S3公司提出的一种纹理压缩格式,其目的是通过对纹理的压缩,以达到节约系统带宽并提高效能的目的。 S3TC就是通过压缩方式,利用有限的纹理缓存空间来存储更多的纹理,因为它支持6:1的压缩比例,所以6M的纹理可以被压缩为1M存放在材质缓存中,从而在节约了缓存的 同时也提高了...
TextureImporterCompression.Uncompressed 説明 Texture will not be compressed. Did you find this page useful? Please give it a rating: Report a problem on this page Copyright © 2020 Unity Technologies. Publication 2019.4 チュートリアルAnswersナレッジベースフォーラムアセットストア商標と利用規...
texture at runtime to the formatETC2 fallbackspecifies. For even older devices, usually only ETC format is available. The drawback is that there is no direct alpha channel support. For Sprites, Unity offers an option to use ETC1 compression by splitting a texture into two ETC1 textures: ...
关键词 优化策略、贴图压缩格式 参考 Using ASTC Texture Compression for Game Assets | NVIDIA Developer Unity - Manual: Recommended, default, and supported texture compression formats, by platform (uni…
Lightmap Parameters:设置详细的光照贴图参数(可以使用几个默认值,或者创建新设置,应该是给熟手用的吧) Other Settings:其他设置 Fog:添加场景雾效 Color:雾效颜色 Mode:雾效衰减模式 Density:雾效密度 设置完成后别忘了点击Generate Lighting按钮烘焙光照贴图!
动画压缩 (animation compression) 动画曲线 (Animation Curves) 动画事件 (Animation Event) 动画层 (Animation Layer) 动画参数 (Animation Parameters) 动画状态机 (Animation State Machine) 动画过渡 (Animation Transition) Animator 组件 (Animator Component) ...
这增加了反光值对白色间接光计算。默认值为1是物理上精确的。 Lightmap Parameters:设置详细的光照贴图参数(可以使用几个默认值,或者创建新设置,应该是给熟手用的吧) Progressive (Preview):这是新版的一种烘焙器,还处于预览状态,它会先烘焙摄影机可见区域,再烘焙其他区域,所以预览较快。 Prioritize View : 优先...
Texture atlases helped a lot especially for the UI elements. Square textures and power of two with proper compression was a must. Being a side-scroller enabled our artists to remove all far background meshes and convert them to simple 2D planes instead. ...