A mipmap level is a version of a texture with a specific resolution. Mipmap levels exist in sets called mipmaps. Mipmaps contain progressively smaller and lower resolution versions of a single texture.
For example, a mipmap might contain four versions of a texture, from the original texture (mipmap level 0), to mipmap level 1, mipmap level 2, and mipmap level 3:
Mipmaps are commonly used for rendering objects in 3D scenes, where textured objects can vary in distance from the camera. A higher mipmap level is used for objects closer to the camera, and lower mipmap levels are used for more distant objects.
Mipmaps can speed up rendering operations and reduce rendering artifacts in situations where the GPU renders a texture at less than its full resolution. A mipmap is effectively a cached, downsampled version of the original texture. Instead of performing many sampling operations on the original, full resolution texture, the GPU can perform a smaller number of operations on the already downsampled version.
밉맵이 도움이 되지 않는 경우도 있습니다.밉맵은 디스크와 메모리 모두에서 텍스처의 크기를 33% 늘립니다.또한 스케일링되지 않은 UI 텍스처와 같이 텍스처가 전체 해상도로만 렌더링되는 경우에도 유용하지 않습니다.
텍스처에 대한 밉맵을 수동으로 생성하거나 Unity에 밉맵을 생성하도록 지시할 수 있습니다.밉맵을 자동으로 생성하려면 원본 텍스처의 해상도가 예시 밉맵 이미지에 표시된 것처럼 값의 거듭제곱이어야 합니다.
텍스처 임포트 설정 인스펙터에서 텍스처 에셋에 대한 밉맵을 활성화하거나 비활성화할 수 있습니다.
When the GPU samples a texture, it determines which mipmap level to use based on the texture coordinates (UVs) for the current pixel, and two internal values that the GPU calculates: DDX and DDY. DDX and DDY provide information about the UVs of the pixels beside and above the current pixel, including distances and angles.
The GPU uses these values to determine how much of a texture’s detail is visible to the camera. A greater distance and a more extreme angle between the current pixel and its neighbors means that the GPU picks a lower resolution mipmap level; a shorter distance and less extreme angle means that the GPU picks a mipmap level with a higher resolution.
The GPU can also blend the texture information from two mipmap levels together with trilinear filtering. Blending mipmap levels while sampling can make the transition from one mipmap level to another less noticeable. To blend mipmap levels, the GPU takes a specific percentage of texture information from one mipmap level and the rest from another mipmap level.
A setting called mipmap bias can do two things while sampling, based on the sampler settings:
The GPU has a global mipmap bias that it applies to its mipmap level selection by default. Textures can have their own mipmap bias, which Unity adds or subtracts from the global mipmap bias. You can also specify your own mipmap bias for an individual texture sampling operation in a shader.
To set the mipmap bias for an individual texture, see Texture.mipMapBias. To set a mipmap bias for a texture sampling operation in a hand-coded shader, use HLSL functions such as tex2dbias. To set a mipmap bias for a texture sampling operation in Shader Graph, see Sample texture 2D Array node or Sample texture 2D node.
Unity가 런타임 시 밉맵 스트리밍으로 밉맵을 로드하는 방법을 제어할 수 있습니다.