Version: 2018.4
public void Compress (bool highQuality);


DXT 形式にテクスチャを圧縮します

Use this to compress textures generated at runtime. Compressed textures use less graphics memory and are faster to render.

After compression, texture will be in DXT1 format if the original texture had no alpha channel, and in DXT5 format if it had alpha channel.

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

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

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

LoadRawTextureData の関数を使って、圧縮前のデータをテクスチャに読み込むことができます。

See Also: SetPixels, EditorUtility.CompressTexture, LoadRawTextureData.