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안드로이드 2D 텍스처 오버라이드

다른 플랫폼용으로 빌드할 때, 타겟 플랫폼에서 텍스처의 해상도, 크기 및 품질을 고려해야 합니다. 기본이 되는 옵션을 설정하여 특정 플랫폼에서 기본값을 덮어 쓸 수(오버라이드) 있습니다.

This page details the Texture Overrides specific to Android. A description of the general Texture Overrides can be found here.

Texture Format 텍스처에 사용되는 내부 표시. 크기와 품질 사이의 트레이드 오프입니다. 아래의 예에서는 256 x 256 픽셀의 게임 내 텍스처의 최종 크기를 보여줍니다.
        RGB Compressed DXT1 Compressed RGB texture. Supported by Nvidia Tegra. 4 bits per pixel (32 KB for a 256x256 texture).
        RGBA Compressed DXT5 Compressed RGBA texture. Supported by Nvidia Tegra. 6 bits per pixel (64 KB for a 256x256 texture).
        RGB Compressed ETC 4 bits Compressed RGB texture. This is the default texture format for Android projects. ETC1 is part of OpenGL ES 2.0 and is supported by all OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (32 KB for a 256x256 texture)
        RGB Compressed PVRTC 2 bits Compressed RGB texture. Supported by Imagination PowerVR GPUs. 2 bits per pixel (16 KB for a 256x256 texture)
        RGBA Compressed PVRTC 2 bits Compressed RGBA texture. Supported by Imagination PowerVR GPUs. 2 bits per pixel (16 KB for a 256x256 texture)
        RGB Compressed PVRTC 4 bits Compressed RGB texture. Supported by Imagination PowerVR GPUs. 4 bits per pixel (32 KB for a 256x256 texture)
        RGBA Compressed PVRTC 4 bits Compressed RGBA texture. Supported by Imagination PowerVR GPUs. 4 bits per pixel (32 KB for a 256x256 texture)
        RGB Compressed ATC 4 bits Compressed RGB texture. Supported by Qualcomm Snapdragon. 4 bits per pixel (32 KB for a 256x256 texture).
        RGBA Compressed ATC 8 bits Compressed RGBA texture. Supported by Qualcomm Snapdragon. 6 bits per pixel (64 KB for a 256x256 texture).
        RGB 16 bit 65 thousand colors with no alpha. Uses more memory than the compressed formats, but could be more suitable for UI or crisp textures without gradients. 128 KB for a 256x256 texture.
        RGB 24 bit Truecolor but without alpha. 192 KB for a 256x256 texture.
        Alpha 8 bit High quality alpha channel but without any color. 64 KB for a 256x256 texture.
        RGBA 16 bit Low-quality truecolor. The default compression for the textures with alpha channel. 128 KB for a 256x256 texture.
        RGBA 32 bit Truecolor with alpha - this is the highest quality compression for the textures with alpha. 256 KB for a 256x256 texture.
Compression quality Choose Fast for quickest performance, Best for the best image quality and Normal for a balance between the two.

Unless you’re targeting a specific hardware, like Tegra, we’d recommend using ETC1 compression. If needed you could store an external alpha channel and still benefit from lower texture footprint.

Unity can use ETC1 for textures with Alpha, provided they are placed on some Atlas (by specifying the packing tag) and the build is for Android. You can opt in for this by setting the “Compress using ETC1” checkbox for the texture. Under the hood Unity will split the resulting atlas into two textures, each without alpha and then combine them in the final parts of the render-pipeline.

If you absolutely want to store an alpha channel in a texture, RGBA16 bit is the compression supported by all hardware vendors.

Textures can be imported from DDS files but only DXT or uncompressed pixel formats are currently supported.

기기에서 지원되지 않는 텍스쳐 압축을 사용하는 경우, 텍스처는 비압축 RGBA 32 형식으로 압축된 텍스처와 함께 메모리에 저장됩니다. 따라서 이러한 경우에는 텍스처 압축을 푸는 만큼 불필요한 계산 시간이 발생하게 되며 메모리 공간도 두 배로 필요해집니다. 이것 또한 렌더링 성능에 심각한 악영향을 미칩니다.

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