Когда вы собираете игру для разных платформ, вам следует подумать о разрешении текстур для целевой платформы, размере и качестве. Вы можете установить стандартные настройки и затем их изменить под определённую платформу.
This page details the Texture Overrides specific to iOS. A description of the general Texture Overrides can be found here.
Property | Function | |
---|---|---|
Format | Какое внутреннее представление используется для текстуры. Это компромисс между размером и качеством. В примерах ниже мы покажем финальный размер внутриигровой текстуры размером 256х256: | |
RGB Compressed PVRTC 4 bits | Сжатая RGB текстура. Это наиболее часто встречающийся формат для Diffuse-текстур. 4 бита на пиксель (32 КБ для 256x256 текстуры). | |
RGBA Compressed PVRTC 4 bits | Compressed RGBA texture. This is the main format used for diffuse and specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture). | |
RGB Compressed PVRTC 2 bits | Compressed RGB texture. Lower quality format suitable for diffuse textures. 2 bits per pixel (16 KB for a 256x256 texture). | |
RGBA Compressed PVRTC 2 bits | Compressed RGBA texture. Lower quality format suitable for diffuse & specular control textures. 2 bits per pixel (16 KB for a 256x256 texture). | |
RGB Compressed ASTC 4x4 block RGB Compressed ASTC 5x5 block RGB Compressed ASTC 6x6 block RGB Compressed ASTC 8x8 block RGB Compressed ASTC 10x10 block RGB Compressed ASTC 12x12 block |
Compressed RGB texture. Supported by all Metal, OpenGL ES 3.2 and OpenGL ES 3.1+AEP GPUs, as well as by some OpenGL ES 3.0 GPUs. This compression type uses fixed 128-bit block size, and depending on the pixel block size (4x4 to 12x12), it may utilize 8 to 0.89 bits per pixel. The size of the compressed texture varies from 64 KB for a 256x256 texture (4x4 block, highest quality) to 7.6 KB for a 256x256 texture (12x12 block, highest compression rate). | |
RGBA Compressed ASTC 4x4 block RGBA Compressed ASTC 5x5 block RGBA Compressed ASTC 6x6 block RGBA Compressed ASTC 8x8 block RGBA Compressed ASTC 10x10 block RGBA Compressed ASTC 12x12 block |
Compressed RGBA texture. Supported by all Metal, OpenGL ES 3.2 and OpenGL ES 3.1+AEP GPUs, as well as by some OpenGL ES 3.0 GPUs. This compression type uses fixed 128-bit block size, and depending on the pixel block size (4x4 to 12x12), it may utilize 8 to 0.89 bits per pixel. The size of the compressed texture varies from 64 KB for a 256x256 texture (4x4 block, highest quality) to 7.6 KB for a 256x256 texture (12x12 block, highest compression rate). | |
RGB Compressed ETC 4 bits | Compressed RGB texture. This is the default texture format for Android projects in Unity. ETC_RGB4 is a 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 Crunched ETC | Compressed RGB texture. Crunch is a lossy compression format on top of ETC texture compression. Textures are decompressed to ETC_RGB4 by the CPU and then uploaded to the GPU at runtime. Crunch produces smaller textures than by regular ETC_RGB4 compression, but with lower quality. Crunch textures can take a long time to compress, but decompression at runtime is very fast. ETC_RGB4 is a part of OpenGL ES 2.0 and is supported by all Metal and OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (output size varies depending on the texture - from 1 KB for a 256x256 texture). | |
RGBA Compressed ETC2 8 bits | Compressed RGBA texture. Supported by all Metal and OpenGL ES 3.0 GPUs. (64 KB for a 256x256 texture). | |
RGBA Crunched ETC2 | Compressed RGBA texture. Crunch is a lossy compression format on top of ETC texture compression. Textures are decompressed to ETC2_RGBA8 on the CPU and then uploaded to the GPU at runtime. Crunch compression can be used to produce significantly smaller textures than by regular ETC2_RGBA8 compression, but with lower quality. Crunch textures can take a long time to compress, but decompression at runtime is very fast. Supported by all Metal and OpenGL ES 3.0 GPUs. 8 bits per pixel (output size varies depending on the texture - from 1 KB for a 256x256 texture). | |
RGB 16 bit | 65 thousand colors with no alpha. Uses more memory than PVRTC formats, but could be more suitable for UI or crisp textures without gradients. 128 KB for a 256x256 texture. | |
RGB 24 bit | Truecolor, но без альфа канала (192 КБ для 256х256 текстуры). | |
Alpha 8 bit | Альфа канал высокого качества, но без цветов (64 КБ для 256х256 текстуры). | |
RGBA 16 bit | Low-quality truecolor. Has 16 levels of red, green, blue and alpha. Uses more memory than PVRTC formats, but can be handy if you need exact alpha channel. 128 KB for a 256x256 texture. | |
RGBA 32 bit | Truecolor с альфа каналом - это высшее качество. 256 КБ для 256х256 текстуры. Требует достаточно много места. Обычно PVRTC форматы предлагают приемлемое качество с весьма маленьким размером. | |
Compressor quality | Выберите Fast для более высокой производительности, Best для лучше качества изображения и Normal для баланса. |
2018–06–14 Page amended
Crunch compression format updated in Unity 2017.3