Version: 5.6
iOS Player Settings
Upgrading to 64 bit iOS

iOS 2D 纹理覆盖

在为不同平台进行构建时,您需要考虑适合目标平台的纹理分辨率、大小和质量。可以设置默认选项,然后针对特定平台来覆盖默认值。

本页面将详细介绍 iOS 特有的__纹理覆盖 (Texture Overrides)__。可在此处找到常规纹理覆盖的说明。

纹理格式 What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of a in-game texture of 256 by 256 pixels:
        RGB Compressed PVRTC 4 bits Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture)
        RGBA Compressed PVRTC 4 bits Compressed RGBA texture. This is the main format used for diffuse & specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture)
        RGB Compressed PVRTC 2 bits Compressed RGB texture. Lower quality format suitable for diffuse textures. 2 bits per pixel (16 KB for a 256x256 texture)
        RGBA Compressed PVRTC 2 bits Compressed RGBA texture. Lower quality format suitable for diffuse & specular control textures. 2 bits per pixel (16 KB for a 256x256 texture)
        RGB Compressed DXT1 Compressed RGB texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects.
        RGBA Compressed DXT5 Compressed RGBA texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects.
        RGB 16 bit 65,000 种颜色,没有 Alpha。使用比 PVRTC 格式更多的内存,但可能更适合没有渐变的 UI 或清晰纹理。256x256 纹理为 128 KB。
        RGB 24 bit 真实色彩,但没有 Alpha。256x256 纹理为 192 KB。
        Alpha 8 bit 高质量 Alpha 通道,但没有任何颜色。256x256 纹理为 64 KB。
        RGBA 16 bit 低质量真实色彩。具有 16 级红色、绿色、蓝色和 Alpha。使用比 PVRTC 格式更多的内存,但如果您需要精确的 Alpha 通道,则适合使用此格式。256x256 纹理为 128 KB。
        RGBA 32 bit 真实色彩,并有 Alpha - 这是最高质量的压缩格式。256x256 纹理为 256 KB,此格式的成本较高。大多数情况下,PVRTC 格式以更小的尺寸提供足够的质量。
Compression quality 选择 Fast 可获得最快的性能,选择 Best 可获得最佳图像质量,选择 Normal 可获得这两者之间的平衡。
iOS Player Settings
Upgrading to 64 bit iOS