The Sprite (2D and UI) texture type formats the texture asset so it’s suitable to use in 2D applications as a SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary. Unity locks Texture Shape to 2D for this texture type. For more information, see Texture Shape.
Property | Description | |
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Sprite Mode | Specifies how to extract the sprite graphic from the image. | |
Single | Use the sprite image as is. You can clip and edit the image in the Sprite Editor to refine it further, but Unity treats the Sprite generated from the texture source file as a single asset. | |
Multiple | Choose this value if the texture source file has several elements in the same image. You can then define the location of the elements in the Sprite Editor so that Unity knows how to split the image into different sub-assets. For example, you can create animation frames from a single sheet with multiple poses, create TilesA simple class that allows a sprite to be rendered on a Tilemap. More info See in Glossary from a single Tilesheet, or create the different parts of a character. |
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Polygon | Choose this value to clip the sprite texture according to the mesh defined in the Sprite Editor’s Sprite Custom Outline. | |
Packing Tag | Specify (by name) the Sprite Atlas which you want to pack this Texture into. This property is visible only when you enable the Legacy Sprite Packer in your Project. | |
Pixels Per Unit | The number of pixels of width/height in the Sprite image that correspond to one distance unit in world space. | |
Mesh Type | Specifies the mesh type for the sprite asset you want Unity to generate. Note: This property is only visible when you set Spirte Mode to Single or Multiple. |
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Full Rect | Choose this value to create a quad (four-sided polygon) to map the Sprite onto. | |
Tight | Choose this value to generate a Mesh based on pixel alpha value. The Mesh that Unity generates generally follows the shape of the Sprite. Note: Any Sprite that is smaller than 32x32 uses Full Rect, even when Tight is specified. |
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Extrude Edges | Controls how much area to leave around the Sprite in the generated Mesh. | |
Pivot | The location in the image where the sprite’s local coordinate system originates. Choose one of the pre-set options, or select Custom to set your own Pivot location in X and Y. Note: This property is only visible when you set Sprite Mode to Single. |
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Generate Physics Shape | Indicates whether to generate a default Physics Shape from the outline of the sprite if you don’t define a Custom Physics Shape. Note: This property is only visible when you set Sprite Mode to Single or Multiple. |
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Sprite Editor | Click this button to define how you want Unity to separate the elements on an image with multiple Sprite Mode elements (to create sub-Assets) or refine the shape, size, and pivot position of a Polygon shape. Note: You need to install the 2D Sprite package in order to use the Sprite Editor. For information about how to find and install packages in the Unity Package Manager, see Finding packages and Installing from the registry. |
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sRGB (Color Texture) | Indicates whether the texture is in gamma space. Enable this property for non-HDR color textures such as albedo and specular color. If the texture stores information that you need the exact value for, like smoothness or metalness values, disable this property. | |
Alpha Source | Specifies how Unity generates the alpha value for the texture asset from the texture source file. | |
None | The texture asset doesn’t have an alpha channel, whether or not the texture source file has one. | |
Input Texture Alpha | Unity applies the alpha channel from the texture source file to the texture asset, if the texture source file has an alpha channel. | |
From Gray Scale | Unity generates the alpha channel for the texture asset from the average values the texture source files RGB channels. | |
Alpha is Transparency | Indicates whether to dilate the color channels. This helps to avoid filtering artifacts on the edges of the alpha channel if the alpha channel represents transparency. | |
Read/Write | Indicates whether to access the texture data from scripts using Texture2D.SetPixels, Texture2D.GetPixels and other Texture2D 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 Texture2D. | |
Generate Mipmaps | Indicates whether to generate mipmaps for this texture. | |
Mipmap Filtering | Specifies the method Unity uses to filter mipmaps and optimize image quality. This property is only visible when you enable Generate Mipmaps. |
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Box | Makes mip levels smoother as they decrease in dimension size. | |
Kaiser | Runs a sharpening algorithm on mipmaps as they decrease in dimension size. Use this option if your textures are too blurry when far away. The algorithm is of the Kaiser Window type. For more information, see Wikipedia. |
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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 only visible when you enable Generate Mipmaps. |
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Alpha Cutoff | The reference value that controls the mipmap coverage during the alpha test. This property is only visible when you enable Preserve Coverage. |
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Replicate Border | Indicates whether to stop colors bleeding out to the edge of the lower MIP levels. This is useful for light cookies. This property is only visible when you enable Generate Mipmaps. |
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Fadeout to Gray | Indicates whether mipmaps should fade to gray as the mip levels progress. This is useful for detail maps. The left-most scroll is the first mip level to begin fading out. The right-most scroll defines the mip level where the texture is completely grayed out. This property is only visible when you enable Generate Mipmaps. |
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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. | |
Repeat | Repeats the texture in tiles. | |
Clamp | Stretches the texture’s edges. | |
Mirror | Mirrors the texture at every integer boundary to create a repeating pattern. | |
Mirror Once | Mirrors the texture once, then clamps it to edge pixels. Note: Some mobile devices don’t support Mirror Once. In this case, Unity uses Mirror instead. |
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Per-axis | Provides options you can use to individually control how Unity wraps textures on the U and V axis. | |
Filter Mode | Specifies how Unity filters the texture when the texture stretches during 3D transformations. | |
Point (no filter) | The texture appears blocky up close. | |
Bilinear | The texture appears blurry up close. | |
Trilinear | Like Bilinear, but the texture also blurs between the different MIP levels. | |
Aniso Level | Controls the texture quality when you view the texture at a steep angle. Anisotropic filtering is good for floor and ground Textures but is resource intensive. For more information, see Importing textures. |
In addition, you can use the Platform-specific overrides panel to set default options and overrides for specific platforms.
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