Unity_ Two-dimensional texture Texture 2d_2_ advanced Texture

Source: Internet
Author: User

The Advanced Texture Importer Settings Dialog Premium Texture Importer Settings dialog box


  • Non power of 2 is not a power of 2: If the texture size is not a power of 2, this defines the scaling behavior at the time of import (see the Texture dimensions section below for more information):
  • None None: The texture will be padded to the next large power size of 2 for use with GUI texture components. (It's awkward!) )
  • To nearest most recent: textures will be scaled to the nearest power size when imported. For example 257x511 textures will become 256x512. Note that the PVRTC format requires that the texture be square (the width is equal to the height), so the final size will be transformed to 512x512. PVRTC is a lossy texture compression technique used primarily for iphone,ipod touch and ipad.
  • To larger larger: textures will be scaled to the next large power size on import. For example 257x511 textures will become 512x512.
  • To smaller smaller: textures are scaled to the next smaller power size when imported. For example 257x511 textures will become 256x256.
  • Generate cube map generates a cubic map: generates a cubic thoughtfulness from a texture using a different build method.
  • Read/write enabled read/write enable: Selecting this option allows you to access texture data from scripts (Getpixels,setpixels and other texture2d functions). Note, however, that a copy of the texture data will be generated, which will consume double the amount of memory for the texture resource. Use only when absolutely necessary. Disabled by default.
  • Generate MIP maps Generate MIP Maps: Select to enable Mipmap generation. When textures are very small on the screen, Mipmaps is a smaller version of the texture that is available for use. For more information, please see MIP maps below.
  • Correct gamma correction Gamma: Select to enable per MIP level gamma correction.
  • Border MIP Maps Edge MIP Maps: Select this item in order to avoid color seeping to the lower level of the Mip edge. Used for light source cookies (see below).
  • MIP map Filtering MIP map filtering: Two ways to optimize image quality for MIP map filtering:
  • Box box: The simplest way to fade out mipmap– the MIP level becomes smoother as the size decreases.
  • Kaiser Caesar: The Caesar algorithm is reduced with the size of the sharpening MIP maps run. If your texture is blurred over a long distance, try this option.
  • Fade out MIPS fading MIPS: Enabling this will cause the mipmaps to fade to Gray as the MIP level progresses, this is used for detail mapping. The leftmost scroll bar is the first MIP level to begin fading out. The rightmost scroll bar defines where the MIP level is completely dimmed.
  • Generate Normal map generates a normal map: Enabling this will transform the color channel into a format appropriate for the real-time normal map. For more information, see Normal maps, as follows.
  • Bumpiness Bump: Controls the amount of bump.
  • Filtering filtering: Determines how the bump is calculated:
  • Smooth Smoothing: This results in a more smooth normal map.
  • Sharp: Also known as Bell filter. This produces a normal map that is clearer than the standard.
  • Normal map Normal Maps: Select this if you want to know how the normal map is applied to your texture.
  • Lightmap Illumination Map: Select this if you want to use textures as light maps.

Unity_ Two-dimensional texture Texture 2d_2_ advanced Texture

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