The Normal mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
See in Glossary texture type formats the texture asset so it’s suitable for real-time normal mapping. With this texture type, you can also set the Texture Shape.
Property | Description |
---|---|
Create From Grayscale | Indicates whether to create the normal map from a grayscale heightmapA greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents. See in Glossary. |
Bumpiness | Controls the amount of bumpiness. A low bumpiness value means that even sharp contrast in the heightmap is translated to gentle angles and bumps. A high value creates exaggerated bumps and very high-contrast lighting responses to the bumps. This property is visible only when Create from Grayscale is enabled. |
Filtering | Specifies how to calculate the bumpiness.
|
Flip Green Channel | Indicates whether to invert the green (Y) channel values of a normal map. This can be useful if the normal map uses a different convention to what Unity expects. |
Non Power of 2 | Specifies how Unity scales the dimension size if the texture source file has a non-power of two (NPOT) dimension size. For more information on NPOT dimension sizes, see Importing Textures.
|
| Read/Write | Indicates whether to access the texture data from scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary using Texture2D.SetPixels, Texture2D.GetPixels and other TextureAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info
See in Glossary methods. Internally, Unity uses a copy of the Texture data for script access, which doubles the amount of memory required for the Texture. This property is therefore disabled by default, and you should enable it only if you require script access. For more information, see Texture.isReadable. |
| Virtual Texture Only | Indicates whether to use the texture solely in combination with a Texture Stack for Virtual Texturing. When enabled, the texture isn’t guaranteed to be available as a Texture2D in the Player (where it is not accessible from a script). When disabled, the Player includes the texture both as a Texture2D (accessible from script) and as a streamable texture in a Texture Stack. |
| Generate Mipmap | Indicates whether to generate a mipmap for this texture. |
| Mipmap Limit | Disable this option to use all mipmap levels, regardless of the Mipmap Limit settings in the Quality menu. This property only appears if you set Texture Shape to 2D or 2D Array. Other texture shapes always use all mipmap levels. |
| Mipmap Limit Group | Select the Mipmap Limit group this texture should be part of. The default option is None (Use Global Mipmap Limit). This property only appears if you set Texture Shape to 2D or 2D Array. Other texture shapes always use all mipmap levels. |
| Stream Mipmap Levels | Indicates whether to use Mipmap Streaming for this texture. This property is visible only when Generate Mipmap is enabled. |
| Priority | The priority of the textures in the Mipmap Streaming system. Unity uses this setting in two ways:
| Preserve Coverage | Indicates whether the alpha channel in generated mipmaps preserves coverage during the alpha text. For more information, see TextureImporterSettings.mipMapsPreserveCoverage. This property is visible only when Generate Mipmap is enabled. |
| Alpha Cutoff | The reference value that controls the mipmap coverage during the alpha test. This property is visible only when Preserve Coverage is enabled. |
| Replicate Border | Indicates whether to stop colors bleeding out to the edge of the lower mipmap levels. This is useful for light cookies.
This property is visible only when Generate Mipmap is enabled. |
| Fadeout to Gray | Indicates whether mipmap levels should fade to gray as the mipmap levels progress. This is useful for detail maps. The left-most scroll is the first mipmap level to begin fading out. The right-most scroll defines the mipmap level where the texture is completely grayed out. This property is visible only when Generate Mipmap is enabled. |
| Ignore PNG Gamma | Indicates whether to ignore the gamma attribute in PNG files.
This option is only visible if the texture source file is a PNG. |
| Swizzle | Specifies how to order the texture source file color channel data. |
| Wrap Mode | Specifies how the texture behaves when it tiles.
In addition, you can use the Platform-specific overrides panel to set default options and overrides for specific platforms.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.