Version: 2020.1
텍스처 임포트
Texture types

Texture Import Settings

The Texture Import Settings window defines how Unity imports images from your project’s Assets folder into the Unity Editor.

To access this window, select the image file in the Project window. The Texture Import Settings window appears in the Inspector.

Note: Some of the less commonly used properties are hidden by default. Expand the Advanced section in the Inspector window to view these.

The Texture Import Settings window
The Texture Import Settings window

There are several sections on the Texture Import Settings window:

(A) Texture Type. Select the type of Texture you want to create.

(B) Texture Shape. Select the shape and set properties specific to that shape in this area.

(C) Type-specific and advanced settings. Depending on what Texture Type value you select, extra properties might appear in this area. For more information, see the documentation on Texture types.

(D) Platform-specific overrides. Use the Platform-specific overrides panel to set default options and their overrides for a specific platforms.

(E) Texture preview. You can preview the Texture and adjust its values here.

Texture Type

Use the Texture Type property to select the type of Texture you want to create from the source image file. The other properties in the Texture Import settings window change depending on the value you set.

For information about specific Texture Types, see the Texture Types documentation.

프로퍼티: 기능:
Default This is the most common setting used for all Textures. It provides access to most of the properties for Texture importing. For more information, see the Default Texture type.
Normal map Select this to turn the color channels into a format suitable for real-time normal mapping. For more information, see the Normal map Texture type documentation.

For more information on normal mapping in general, see Importing Textures.
Editor GUI and Legacy GUI Select this if you are using the Texture on any HUD or GUI controls. For more information, see the Editor GUI and Legacy GUI Texture type documentation.
Sprite (2D and UI) Select this if you are using the Texture in a 2D game as a Sprite. For more information, see the Sprite (2D and UI) Texture type documentation.
Cursor Select this if you are using the Texture as a custom cursor. For more information, see the Cursor Texture type documentation.
Cookie Select this to set your Texture up with the basic parameters used for the Cookies of your Scene’s Lights. For more information, see the Cookie Texture type documentation.
라이트맵 Select this if you are using the Texture as a Lightmap. This option enables encoding into a specific format (RGBM or dLDR, depending on the platform) and a post-processing step on Texture data (a push-pull dilation pass). For more information, see the Lightmap Texture type documentation.
Single Channel Select this if you only need one channel in the Texture. For information on the properties available only for the this type, see the Single Channel Texture type documentation.

Texture Shape

Use the Texture Shape property to select and define the shape and structure of the Texture. There are two shape types:

  • 2D is the most common setting for all Textures; it defines the image file as a 2D Texture. These are used to map Textures to 3D Meshes and GUI elements, among other Project elements.
  • Cube defines the Texture as a cubemap. You could use this for Skyboxes or Reflection Probes, for example. This type is only available with the Default, Normal Map, and Single Channel Texture types.

Cubemap mapping

You can further refine cubemaps with the following properties (not available with the 2D Texture shape):

프로퍼티: 기능:
Mapping Use Mapping to specify how the Texture is projected onto your GameObject. This is set to Auto by default.
Auto Unity tries to create the layout from the Texture information.
6 Frames Layout (Cubic Environment) 텍스처에는 표준 큐브맵 레이아웃 중의 한 형식으로 배치된 6개의 이미지가 있습니다. 십자형 또는 순서형으로 해당 축은 (+ x, -x + y, -y + z, -z)이며 이미지는 수직 또는 수평 어느 방향이든 설정 가능합니다.
Latitude Longitude (Cylindrical) 텍스처를 2D 위도-경도 리프레젠테이션으로 매핑합니다.
Mirrored Ball (Sphere Mapped) 텍스처를 구체와 유사한 큐브맵에 매핑합니다.
Convolution Type Choose the type of pre-convolution (filtering) that you want to use for this Texture. The result of pre-convolution is stored in mips.
This property is only available for the Default Texture type.
None The Texture has no pre-convolution (no filtering). This is the default.
Specular (Glossy Reflection) Select this to use cubemaps as Reflection Probes. The Texture mip maps are pre-convoluted (filtered) with the engine BRDF. For more information, see Wikipedia’s page on Bidirectional reflectance distribution function.
Diffuse (Irradiance) 텍스처가 중첩(필터링)되어 방사 조도를 표현합니다. 큐브맵을 라이트 프로브로 사용할 때 유용합니다.
Fixup Edge Seams None 또는 Diffuse 컨볼루션(필터링)에서만 사용 가능합니다. 저사양 플랫폼에서 큐브맵이 표면에 올바르게 필터링되지 않을 때와 같은 필터링 제약을 해결할 때 사용해야 합니다.

Type-specific and advanced settings

Depending on which Texture Type you select, different options might appear on the Texture Import Settings window. Some of these options are specific to the Texture Type itself, such as the Sprite Mode settings available with the Sprite (2D and UI) type.

The Advanced settings allow you to make finer adjustments to the way Unity handles your Texture. The order and availability of these settings might vary slightly depending on the Texture Type you choose.

프로퍼티: 설명: Supported by:
sRGB (Color Texture) Enable this property to specify that the Texture is stored in gamma space. This should always be checked for non-HDR color Textures (such as Albedo and Specular Color). If the Texture stores information that has a specific meaning, and you need the exact values in the Shader (for example, the smoothness or the metalness), disable this property. This property is enabled by default. Default,
Sprite (2D and UI)
Alpha Source Specify how the alpha channel of the Texture is generated. This is set to None by default. Default,
Editor GUI and Legacy GUI,
Sprite (2D and UI)
Cursor
Cookie
Single Channel
None 입력 텍스처에 알파 채널이 있든 없든 관계없이, 임포트되는 텍스처에 알파 채널이 없습니다.
Input Texture Alpha 텍스처가 제공하는 경우 입력 텍스처의 알파를 사용합니다.
From Gray Scale 입력 텍스처 RGB 값의 평균을 사용하여 알파를 생성합니다.
Alpha is Transparency Enable this property to dilate the color and avoid filtering artifacts on the edges if the alpha channel you specify is Transparency. Default,
Editor GUI and Legacy GUI,
Sprite (2D and UI)
Cursor
Cookie
Single Channel
Remove Matte (PSD) Enable special processing for Photoshop files that use transparency (blending color pixels with white).

Note: This is only available for PSD files.
Default,
Editor GUI and Legacy GUI,
Sprite (2D and UI)
Cursor
Cookie
Single Channel
Ignore PNG file gamma Enable this property to ignore the Gamma attribute in PNG files. This property does not effect other file formats. All Texture Types
Non Power of 2 텍스처 크기가 2의 제곱수가 아닌(NPOT) 경우 임포트 시점의 확장 동작을 정의합니다. 2의 제곱수가 아닌 크기에 대한 자세한 내용은 텍스처 임포트 문서를 참조하십시오. 기본 설정은 None__입니다. | Default,
Normal map
Editor GUI and Legacy GUI,
Cursor
Cookie
Lightmap
Single Channel | ||
None| 텍스처 크기가 동일하게 유지됩니다. | | ||To nearest| Scale the Texture to the nearest power-of-two dimension size at import time. For example, a 257x511 px Texture is scaled to 256x512 px. Note that PVRTC formats require Textures to be square (that is width equal to height), so the final dimension size is upscaled to 512x512 px. | | ||To larger| Scale the Texture to the power-of-two dimension size of the largest dimension size value at import time. For example, a 257x511 px Texture is scaled to 512x512 px. | | ||To smaller| Scale the Texture to the power-of-two dimension size of the smallest dimension size value at import time. For example, a 257x511 px Texture is scaled to 256x256 px. | | | Read/Write Enabled__
Enable this property to access the Texture data from scripts using Texture2D.SetPixels, Texture2D.GetPixels and other Texture2D methods. Internally, Unity uses a copy of the Texture data for script access, which doubles the amount of memory required for the Texture. This property is therefore disabled by default, and you should enable it only if you require script access. For more information, see Texture2D. All Texture Types
Virtual Texture Only Enable this property to use the Texture solely in combination with a Texture Stack for Virtual Texturing. When enabled, the texture is not guaranteed to be available as a Texture2D in the Player (that is, not accessible from a script). When disabled, the Player includes the texture both as a Texture2D (accessible from script) and as a streamable texture in a Texture Stack. Default,
Normal map
Streaming Mip Maps Enable this property to use Mip Map Streaming on this Texture. This setting is valid for any Texture in the 3D environment that Unity displays with a Mesh Renderer. Diffuse Textures, normal maps and light maps are all valid for Mip Map Streaming.

Default,
Normal map
Lightmap
Single Channel
Mip Map Priority Use this to set the priority of the mipmap. Unity uses this to determine which mipmaps to prioritize when assigning resources. Higher values represent a higher priority (for example, 3 is a higher priority than 1). This setting is only available when Streaming Mip Maps is enabled.

The Mip Map Priority number is also a mipmap offset for the Memory Budget (set in the Quality Settings when Texture Streaming is enabled). For example, with a priority of 2, the Mip Map Streaming system tries to use a mipmap two mip levels higher than Textures with a priority of 0. One mip level higher is 2x in each axis and two levels higher is 4x in each axis, so two mip levels higher results in a texture 16x larger. If it can’t do this, it uses a lower mip level to fit the Memory Budget. Negative values are also valid. See Mip Map Streaming API for more details.

Generate Mip Maps Enable this property to enable mip map generation. Mip maps are smaller versions of the Texture that get used when the Texture is very small on screen. See documentation on Importing Textures for more information on mip maps.

Warning: Every time you select a new Texture Type, this property reverts to the default for the new Texture Type, if defined. See Texture types to find this property’s default value for each type.
All Texture Types
Border Mip Maps Enable this property to avoid colors bleeding out to the edge of the lower MIP levels. Used for light cookies (see below). This property is disabled by default.

Only available when Generate Mip Maps is enabled.
Mip Map Filtering There are two ways of mipmap filtering available for optimizing image quality. The default option is Box.

Only available when Generate Mip Maps is enabled.
Box 밉맵을 페이드 아웃하는 가장 간단한 방법입니다. MIP 레벨은 차원 크기가 작아질수록 더 평탄해집니다.
Kaiser A sharpening algorithm runs on the mipmaps as they go down in dimension size. Try this option if your Textures are too blurry in the distance. (The algorithm is of the Kaiser Window type; see Wikipedia for further information.)
Mip Maps Preserve Coverage Enable this property if you want the alpha channel of generated mipmaps to preserve coverage during the alpha test. See TextureImporterSettings.mipMapsPreserveCoverage for more information.

Only available when Generate Mip Maps is enabled.
Alpha Cutoff Value Set the reference value for controlling the Mip Map coverage during the alpha test.
Fadeout Mip Maps Enable this property to make the mipmaps fade to gray as the MIP levels progress. This is used for detail maps. The left-most scroll is the first MIP level to begin fading out. The right-most scroll defines the MIP level where the Texture is completely grayed out.

Only available when Generate Mip Maps is enabled.
Wrap Mode Select how the Texture behaves when tiled. The default option is Repeat. All Texture Types
Repeat 타일의 텍스처를 반복합니다.
Clamp 텍스처의 모서리를 늘립니다.
Mirror 모든 정수 경계의 텍스처를 미러링하여 반복 패턴을 만듭니다.
Mirror Once Mirrors the Texture once, then clamps it to edge pixels.

Note: Some mobile devices do not support Mirror Once mode. In this case, Unity uses the Mirror mode instead.
Per-axis U축과 V축에서 Unity가 텍스처를 래핑하는 방식을 개별적으로 제어합니다.
Filter Mode Select how the Texture is filtered when it gets stretched by 3D transformations. The default option is Bilinear. All Texture Types
Point (no filter) 텍스처를 가까이에서 보면 블럭 현상이 나타납니다.
Bilinear 텍스처를 가까이에서 보면 흐릿하게 보입니다.
Trilinear 바이리니어와 유사하게 텍스처가 서로 다른 MIP 레벨 간에 흐릿하게 보입니다.
Aniso Level Increases Texture quality when viewing the Texture at a steep angle. Anisotrpic filtering is good for floor and ground Textures but comes at a high performance cost. See documentation on Importing Textures for more information on Anisotropic filtering. All Texture Types

플랫폼 특정 치환

When building for different platforms, you need to think about the resolution, the file size with associated memory size requirements, the quality of your Textures, and what compression format to use for each target platform. The Platform-specific overrides panel provides one tab for the Default options, and one tab for every target platform you are building for.

Platform-specific overrides panel
Platform-specific overrides panel

To set up override values:

  1. Set the default properties on the Default tab.
  2. Navigate to a specific target platform tab and enable the Override for <target-platform> option.
  3. Set the override properties.

The following table describes which properties are available:

프로퍼티: 기능:
Max Size Set the maximum imported Texture dimensions in pixels. Artists often prefer to work with huge dimension-size Textures, but you can scale down the Texture to a suitable dimension-size.
Resize Algorithm Choose an algorithm for downscaling the Texture when the Texture dimensions are larger than the specified Max Size.
Mitchell Resize the Texture using the Mitchell algorithm. This is the default resize algorithm.
Bilinear Resize the Texture using bilinear interpolation. For images where small, sharp details are important, this can preserve more of these details than Mitchell.
Format Bypass the automatic system to specify what internal representation to use for the Texture. The list of available formats depends on the platform and Texture type. For more information, see Texture formats for platform-specific overrides.

Note: Even when you don’t override a platform, this option shows the format chosen by the automatic system. This property is only available when overriding for a specific platform, and not as a default setting.
Compression Choose the compression type for the Texture. This helps Unity choose the right compression format for a Texture. Depending on the platform and the availability of compression formats, different settings might end up with the same internal format. For example, Low Quality Compression affects mobile platforms, but not desktop platforms.
None Do not compress the Texture.
Low Quality Compress the Texture in a low-quality format. This might use less memory than Normal Quality.
Normal Quality Compress the Texture using a standard format.
High Quality Compress the Texture in a high-quality format. This might use more memory than Normal Quality.
Use Crunch Compression Use crunch compression, if applicable. Crunch is a lossy compression format on top of DXT or ETC Texture compression. Unity decompresses Textures to DXT or ETC on the CPU and then uploads them to the GPU at runtime. Crunch compression helps the Texture use the lowest possible amount of space on disk and for downloads. Crunch Textures can take a long time to compress, but decompression at runtime is very fast.
Compressor Quality When using Crunch Texture compression, use the slider to adjust the quality. A higher compression quality means larger Textures and longer compression times.

Note: For Android platforms, the Compressor Quality values provide slightly different options. For more information, see Texture formats for platform-specific overrides.
Split Alpha Channel Allows alpha splitting for this Texture on these platforms: tvOS, iOS, Lumin, and Android. For more information, see the Notes on Android for Texture compression formats.
Override ETC2 fallback ETC2 texture decompression fallback override on Android devices that don’t support ETC2.

Allows to choose which texture format to decompress the texture to on Android devices that have no ETC2 texture format support. For more information, see the Notes on Android for Texture compression formats.



  • 2017.3에서 크런치 압축 포맷 업데이트됨 NewIn20173
  • Ignore PNG file gamma added in 2020.1 NewIn20201
텍스처 임포트
Texture types