将纹理压缩为 DXT 格式。
可以使用该函数压缩运行时生成的纹理。压缩纹理使用较少的显存,
并且能够更快地渲染。
压缩后,如果原始纹理没有 Alpha 通道,纹理将采用 DXT1 格式;
如果原始纹理有 Alpha 通道,则纹理采用 DXT5 格式。
为 highQuality
参数传递 true
将在压缩过程中抖动源纹理,
这有助于减少压缩失真,但会降低压缩速度。
如果显卡不支持压缩或纹理已经是压缩格式,
则 Compress 不执行任何操作。
在 Editor 脚本中,您可能需要使用 EditorUtility.CompressTexture,CompressTexture 使用速度较慢但品质更高的
DXT 压缩格式进行压缩。它也可以压缩为
非 DXT 压缩格式。
您还可以使用 LoadRawTextureData 函数将预先压缩的数据加载到纹理中。
另请参阅:SetPixels、EditorUtility.CompressTexture、LoadRawTextureData。
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.