Version: 2019.4
Texture Import Settings


A texture is a bitmap image. You can create textures in a digital content creation application, such as Photoshop, and import them into Unity.

In a 3D Project, Unity imports image and movie files in the Assets folder as Textures. In a 2D Project, Unity imports image and movie files in the Assets folder as Sprites.

As long as the image meets the specified size requirements, Unity imports and optimizes it for game use. This extends to multi-layer Photoshop PSD or TIFF files.

To import image and movie files as Textures and Sprites in Unity:

  1. Select the image file in the Project window.
  2. In the Inspector, set the Texture Import Settings.
  3. Click the Apply button to save the changes.
  4. To use the imported Assets in your Project:

Recommendations and limitations

The following topics offer recommendations and detail any limitations on importing Textures:

HDR Textures

HDR 情報を含む EXR または HDR ファイルからインポートする場合、テクスチャインポーター は自動的に出力テクスチャの正しい HDR フォーマットを選択します。 この形式は、どのプラットフォーム向けにビルドするかによって自動的に変わります。

Texture dimension sizes

Ideally, Texture dimension sizes should be powers of two on each side (that is, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 pixels (px), and so on). The Textures do not have to be square; that is the width can be different from height.

It is possible to use NPOT (non-power of two) Texture sizes with Unity. However, NPOT Texture sizes generally take slightly more memory and might be slower for the GPU to sample, so it’s better for performance to use power of two sizes whenever you can.

If the platform or GPU does not support NPOT Texture sizes, Unity scales and pads the Texture up to the next power of two size. This process uses more memory and makes loading slower (especially on older mobile devices). In general, you should only use NPOT sizes for GUI purposes.

テクスチャインポーターの Advanced セクションの Non Power of 2 オプションを使用して、インポート時に NPOT テクスチャアセットを拡大することができます。

Note: Specific platforms may impose maximum Texture dimension sizes. For DirectX, the maximum Texture sizes for different feature levels are as follows:

グラフィックス API/機能レベル 最大値 2D および、キューブマップのテクスチャサイズ (ピクセル)
DX9 Shader Model 2 (PC GPUs は 2004 年以前) / OpenGL ES 2.0 2048
DX9 Shader Model 3 (PC GPUs は 2006 年以前) / Windows Phone DX11 9.3 レベル / OpenGL ES 3.0 4096
DX9 Shader Model 4 (PC GPUs は 2007 年以前) / OpenGL ES 3.1 8192
DX11 Shader Model 5 / GL4 (PC GPUs は 2008 年以降) 16384


  • テクスチャインポーターでは、最大 8K (8192 x 8192 ピクセル) のサイズまでしか選択することができません。
  • Most Mail GPUs support Texture dimension sizes up to 4K for cubemaps.

Mip maps

Mip maps are lists of progressively smaller versions of an image. When a texture uses mip maps, Unity automatically uses a smaller version of the texture when it is far away from the Camera. This reduces the performance cost of rendering the texture, without noticeable loss of detail. Mip maps can also reduce texture aliasing and shimmering.

Enabling mipmaps uses 33% more memory, so you should use it only on textures whose distance from the Camera will change. You should not use it on textures whose distance from the Camera will not change, such as textures used for UI, skyboxes, and so on.

You can control the way that Unity loads mipmaps at runtime using Texture Streaming.

Normal maps

法線マップは、ローポリゴンのモデルによりディテールがあるように見せるために法線マップシェーダーによって使用されます。Unity は RGB 画像としてエンコードされた法線マップを使用します。グレースケールの高低マップの画像から法線マップを生成する方法もあります。

Alpha maps

An alpha map is a Texture that contains only alpha information. You can use an alpha map to apply varying levels of transparency to a Material.

You can create an alpha map by creating a Texture with information in the alpha channel, or by creating a grayscale Texture and converting the grayscale values to alpha in Unity.

See the documentation on the Alpha Source Texture import setting for more information.

Detail maps



詳細は セカンダリマップ (詳細マップ) & 詳細マスク を参照してください。

Reflections (cubemaps)

テクスチャを反射マップ (例えば リフレクションプローブ やキューブマップにした スカイボックス) に使用したい場合は、 Texture ShapeCube に設定します。詳細は キューブマップ を参照してください。

Anisotropic filtering

Anisotropic filtering increases Texture quality when viewed from a grazing angle. This rendering is resource-intensive on the graphics card. Increasing the level of anisotropy is usually a good idea for ground and floor Textures. Use Quality settings to force anisotropic filtering for all Textures or disable it completely.

異方性フィルタリングを使った地面のテクスチャ。異方性フィルタリング無し (左)、異方性フィルタリングを最大 (右)

Supported file formats

Unity は以下のファイル形式を読み込めます。

  • BMP
  • EXR
  • GIF
  • HDR
  • IFF
  • JPG
  • PICT
  • PNG
  • PSD
  • TGA
  • TIFF

Note that Unity can import multi-layer Photoshop PSD or TIFF files, which Unity automatically flattens on import so that there is no size penalty for your game. This flattening happens to the imported data in Unity, not to the file itself, so you can continue to save and import your PSD or TIFF files without losing any of your work when using these file types natively. This is important, because it allows you to have just one copy of each Texture which you can use in different applications: Photoshop; your 3D modeling application; and in Unity.

Texture Import Settings