在减小内存大小以满足内存预算时设置纹理的相对优先级。
启用 Mipmap 串流后,Unity 会自动缩小纹理的大小,直到它们满足纹理串流内存预算。此数值大致是内存预算代码的 Mipmap 偏移。例如,优先级为 2 时,Unity 会尝试使用比优先级为 0 的其他纹理大两倍的 Mipmap。负值也有效。
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