Version: 2020.2
Texture Import Settings

텍스처 임포트

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 정보가 포함된 EXR 또는 HDR 파일에서 임포트하는 경우 텍스처 임포터에서 결과물 텍스처에 적합한 HDR 포맷이 자동으로 선택됩니다. 이 포맷은 어느 플랫폼을 위해 빌드하느냐에 따라 자동으로 변경됩니다.

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; 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.

임포트 시 텍스처 임포터의 Advanced 섹션에 있는 Non Power of 2 옵션을 사용하여 NPOT 텍스처 에셋 스케일을 확대할 수 있습니다.

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

Graphics API/Feature 레벨 2D 및 큐브맵 텍스처 최대 크기(px)
DX9 Shader Model 2(2004년 이전 PC GPU)/OpenGL ES 2.0 2048
DX9 Shader Model 3(2006년 이전 PC GPU)/Windows Phone DX11 9.3 level/OpenGL ES 3.0 4096
DX10 Shader Model 4(2007년 이전 PC GPU)/OpenGL ES 3.1 8192
DX11 Shader Model 5/GL4 (2008년 이후 PC GPU) 16384


  • 텍스처 임포터에서 선택 가능한 크기는 최대 8K(즉 8,192 x 8,192 px)로 제한됩니다.
  • Most Mali 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 Mip Map Streaming.

Normal maps

노멀 맵은 노멀 맵 셰이더에서 로우 폴리곤 모델에 디테일이 더 많이 포함된 것처럼 보이게 하는 데 사용합니다. Unity에서는 RGB 이미지로 인코딩된 노멀 맵을 사용합니다. 그레이스케일 맵 이미지로부터 노멀 맵을 생성하는 옵션도 있습니다.

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

터레인을 만들려면 일반적으로 메인 텍스처를 사용하여 풀, 바위 및 모래 같은 터레인 영역을 표시합니다. 터레인이 큰 경우 메우 흐릿하게 보일 수 있습니다. Detail 텍스처는 주 텍스처가 가까워질 때 작은 디테일을 페이드인하여 이 사실을 숨길 수 있습니다.

Detail 텍스처를 그릴 때 중립 회색은 보이지 않게 하며 흰색은 메인 텍스처를 두 배 더 밝게 만들고 검정색은 메인 텍스처가 완전히 검어지게 합니다.

자세한 내용은 보조 맵(세부 맵)을 참조하십시오.

Reflections (cubemaps)

텍스처를 반사 맵 (예를 들어 반사 프로브 또는 큐브맵 Skybox)에서 사용하려면 텍스처 모양(Texture Shape)큐브(Cube) 로 설정합니다. 자세한 내용은 큐브맵 텍스처 문서를 참조하십시오.

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. Although, if a texture has its Aniso level set to 0 in Texture Import Settings, forced anisotropic filtering does not appear on this texture.

!지면 텍스처에 사용된 비등방성{비등방성 없음(왼쪽) | 비등방성 최대(오른쪽)}

Supported file formats

Unity는 다음 파일 포맷을 읽을 수 있습니다.

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

Unity automatically flattens multi-layer Photoshop PSD or TIFF files 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 allows you to have one copy of each Texture which you can use in Photoshop, your 3D modelling application, and in Unity.

Texture Import Settings