このタブを使用して、モデルをインポートするときに Unity がマテリアルとテクスチャを処理する方法を変更できます。
When Unity imports a Model without any Material assigned, it uses the Unity diffuse Material. If the Model has Materials, Unity imports them as sub-Assets. You can extract Embedded Textures into your Project using the Extract Textures button.
プロパティー | 機能 | |
---|---|---|
Import Materials | Enable the rest of the settings for importing Materials. When this option is disabled, no other settings appear in the Inspector. | |
sRGB Albedo Colors | Enable this option to use Albedo colors in gamma space. This is enabled by default. Disable this for Projects using linear color space. |
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保存先 (Location) | マテリアルとテクスチャへのアクセス方法を定義します。これらのオプションのどれを選択するかによって、設定可能なプロパティーが変わります。 | |
Use Embedded Materials | Keep the imported Materials inside the imported Asset. This is the default option from Unity 2017.2 onwards. | |
Use External Materials (Legacy) | Extract imported Materials as external Assets. This is a Legacy way of handling Materials, and is intended for Projects created with 2017.1 or previous versions of Unity. |
When you choose Use Embedded Materials for the Location option, the following import options appear:
Click the Extract Materials and Extract Textures buttons to extract all Materials and Textures that are embedded in your imported Asset. These are greyed out if there are no sub-Assets to extract. Below these buttons, Unity displays any messages about the import process.
The On Demand Remap section provides the Naming and Search properties which allow you to customize how Unity maps imported Materials to the Model. Click the Search and Remap button to remap your imported Materials to existing Material Assets. Nothing changes if Unity can’t find any Materials with the correct name.
Unity displays all imported Materials found in the Asset in the Remapped Materials list. If Unity can’t automatically match each Material to an existing Material Asset in your Project, you can set references to the Materials yourself in this list.
元のアセットへの新しいインポートまたは変更は、抽出されたマテリアルには影響しません。ソースアセットからマテリアルを再インポートする場合は、Remapped Materials リストで抽出されたマテリアルへの参照を削除する必要があります。リストから項目を削除するには、項目を選択してキーボードの Backspace キーを押します。
Define a naming strategy for the Materials.
プロパティー | 機能 |
---|---|
By Base Texture Name | Use the name of the diffuse Texture of the imported Material to name the Material. When you don’t assign a diffuse Texture to the Material, Unity uses the name of the imported Material. |
From Model’s Material | インポートされたマテリアルの名前を使って、マテリアルを命名します。 |
Model Name + Model’s Material | Use the name of the Model file in combination with the name of the imported Material to name the Material. |
Define where Unity tries to locate existing Materials when it uses the name defined by the Naming option.
プロパティー | 機能 |
---|---|
Local Materials Folder | Find existing Materials in the local Materials subfolder, which is in the same folder as the Model file). |
Recursive-Up | Find existing Materials in all Materials subfolders in all parent folders up to the Assets folder. |
Project-Wide | Find existing Materials in all Unity Project folders. |
Location オプションに Use External Materials (Legacy) を選択すると、以下のインポートオプションが表示されます。
This option extracts Materials and saves them externally instead of saving them inside your Model Asset. The Naming and Search properties help Unity find imported Materials to map to the Model.
Unity 2017.2 より前のバージョンでは、これがマテリアルを処理するデフォルトの方法でした。