To set the size and format of the imported texture, use the platform-specific overrides panel.
The Default tab lets you set the final size and format of the imported texture on all platforms.
Property: | Function: |
---|---|
Max Size | Sets the maximum dimensions of the imported texture in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary. |
Resize Algorithm | Sets the algorithm Unity uses to downscale the texture, if the texture file has larger dimensions than Max Size. The options are:
|
Format | Sets the number of channels and the data type of the final texture, except for platforms you override in the platform-specific override tabs. The default is Automatic, where Unity selects a value based on the number of channels in the texture, and the Compression setting. For more information, refer to the Default formats section. |
CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression. See in Glossary |
Sets the compression of the final texture. Unity uses this setting to select an appropriate texture format. This setting is only available if you set Format to Automatic. For more information, refer to the Default formats section. The options are:
|
Use Crunch Compression | Compresses the texture using the Crunch compression library, which helps Unity use the lowest possible amount of space. This setting is only available if you set Format to Automatic. Unity decompresses the texture to DXT or ETC format on the CPU, then uploads them to the GPU at runtime. If you enable this setting, textures might take a long time to compress, but decompression at runtime is fast. |
Compressor Quality | Sets the image quality of the compressed texture, if you enable Use Crunch Compression. A higher value might use more memory and increase compression time. |
The platform-specific override tabs let you override the settings in the Default tab for specific platforms. For more information about build platforms, refer to Build Profiles window reference.
Property: | Function: |
---|---|
Max Size | Sets the maximum dimensions of the imported texture in pixels. |
Resize Algorithm | Sets the algorithm Unity uses to downscale the texture, if the texture file has larger dimensions than Max Size. The options are:
|
Format | Sets the final texture formatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info See in Glossary. The available texture formats depend on the platform, and the file type of the texture. The default is selected by Unity based on the platform and the settings in the Default tab. For more information, refer to the Default formats section. |
Compressor quality | Sets the quality of the final texture that compression produces. This setting isn’t available for all texture formats. The options are:
|
Split Alpha Channel | Allows alpha splitting for this Texture on these platforms: tvOS, iOS, and Android. For more information, refer to Notes on Android for Texture compression formats. |
Override ETC2 fallback | ETC2 texture decompression fallback override on Android devices that don’t support ETC2. Allows to choose which texture format to decompress the texture to on Android devices that have no ETC2 texture format support. For more information, refer to Notes on Android for Texture compression formats. |
The following table lists the default Format Unity selects in the platform-specific override tab, based on the Format and Compression settings in the Default tab.
Platform | Texture channels | Format for no compression | Format for Normal Quality compression | Format for High Quality compression | Format for Low Quality compression |
---|---|---|---|---|---|
Windows, Linux, macOS | RGB | RGB 24 bit | RGB Compressed DXT1 | RGB(A) Compressed BC7 | RGB Compressed DXT1 |
RGBA | RGBA 32 bit | RGBA Compressed DXT5 | RGB(A) Compressed BC7 | RGBA Compressed DXT5 | |
HDRhigh dynamic range See in Glossary |
RGBA Half | RGB Compressed BC6H | RGB Compressed BC6H | RGB Compressed BC6H | |
WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info See in Glossary (configurable) |
RGB | RGB 24 bit | RGB Compressed DXT1 | RGB Compressed DXT1 | RGB Compressed DXT1 |
RGBA | RGBA 32 bit | RGBA Compressed DXT5 | RGBA Compressed DXT5 | RGBA Compressed DXT5 | |
Android (configurable) | RGB | RGB 24 bit | RGBA Compressed ASTC 6x6 block RGB Compressed ETC2 RGB Compressed ETC |
RGBA Compressed ASTC 4x4 block RGB Compressed ETC2 RGB Compressed ETC |
RGBA Compressed ASTC 8x8 block RGB Compressed ETC2 RGB Compressed ETC |
RGBA | RGBA 32 bit | RGBA Compressed ASTC 6x6 block RGBA Compressed ETC2 |
RGBA Compressed ASTC 4x4 block RGBA Compressed ETC2 |
RGBA Compressed ASTC 8x8 block RGBA Compressed ETC2 |
|
iOS (configurable) | RGB | RGB 24 bit | RGBA Compressed ASTC 6x6 block RGB Compressed PVRTC 4 bits |
RGBA Compressed ASTC 4x4 block RGB Compressed PVRTC 4 bits |
RGBA Compressed ASTC 8x8 block RGB Compressed PVRTC 2 bits |
RGBA | RGBA 32 bit | RGBA Compressed ASTC 6x6 block RGBA Compressed PVRTC 4 bits |
RGBA Compressed ASTC 4x4 block RGBA Compressed PVRTC 4 bits |
RGBA Compressed ASTC 8x8 block RGBA Compressed PVRTC 2 bits |
|
tvOS | RGB | RGB 24 bit | RGBA Compressed ASTC 6x6 block | RGBA Compressed ASTC 4x4 block | RGBA Compressed ASTC 8x8 block |
RGBA | RGBA 32 bit | RGBA Compressed ASTC 6x6 block | RGBA Compressed ASTC 4x4 block | RGBA Compressed ASTC 8x8 block | |
Default | RGBA | RGBA 32 bit | RGBA 16 bit | RGBA 16 bit | RGBA 16 bit |
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