Texture type and shape settings reference
Default texture Import Settings window reference

Platform-specific texture overrides panel reference

To set the size and format of the imported texture, use the platform-specific overrides panel.

The Texture Import Settings window with the panel of tabs at the bottom highlighted.
The Texture Import Settings window with the panel of tabs at the bottom highlighted.

Default tab

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:
  • Mitchell: Resizes the texture using the Mitchell algorithm. This is the default.
  • Bilinear: Resizes the texture using bilinear interpolation. This setting might preserve more small, sharp details than Mitchell.
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:
  • None: Don’t compress the texture.
  • Low Quality: Compresses the texture using a low-quality texture format. The compressed texture might use less memory than Normal Quality.
  • Normal Quality: Compresses the texture using a standard texture format.
  • High Quality: Compresses the texture using a high-quality texture format. The compressed texture might use more memory than Normal Quality.
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.

Platform-specific overrides tabs

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:
  • Mitchell: Resizes the texture using the Mitchell algorithm. This is the default.
  • Bilinear: Resizes the texture using bilinear interpolation. This setting might preserve more small, sharp details than Mitchell.
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:
  • Fast: Compresses the texture to create a low-quality image that might use less memory than Normal.
  • Normal: Compresses the texture using the standard compression.
  • Best: Compresses the texture and retains a high-quality image that might use more memory than Normal.
  • Slider: Sets the quality of the compressed texture. This slider is only available if you select a texture that uses Crunch compression. A higher value might use more memory and increase compression time.
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.

Default 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
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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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Texture type and shape settings reference
Default texture Import Settings window reference