Version: 2022.3
LanguageEnglish
  • C#

Texture2D.Compress

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void Compress(bool highQuality);

Description

Compress texture at runtime to DXT/BCn or ETC formats.

Use this to compress textures at runtime. Compressed textures use less graphics memory and are faster to render. For more information on texture compression, see Texture compression.

The format that Unity compresses the texture to depends on the platform, and the properties of the texture.

texture will be in DXT1 (BC1) format if the original texture had no alpha channel, and in DXT5 (BC3) format if it had alpha channel. If the original texture was R8, the compressed format will be BC4. If the original texture was RG16, the compressed format will be BC5.

On Android, iOS and tvOS, this will compress the texture to the ETC/EAC family of formats.

Passing true for highQuality parameter will dither the source texture during compression, which helps to reduce compression artifacts but is slightly slower. This parameter is ignored for ETC compression.

If the graphics card does not support compression or the texture is already in compressed format, then Compress does nothing.

In the Editor scripts, you probably want to use EditorUtility.CompressTexture, which compresses using slower, but higher quality compression. It can also compress into other compressed formats.

You can also load already precompressed data into a texture using LoadRawTextureData function.

Additional resources: SetPixels, EditorUtility.CompressTexture, LoadRawTextureData.