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.