Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

VertexChannelCompressionFlags

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

This enum is used to build a bitmask for controlling per-channel vertex compression.

Default settings: Position and TextureCoordinate1 are uncompressed because high precision is usually desired. The rest of the channels are compressed to save memory and conserve bandwidth.

Variables

kPositionPosition.
kNormalVertex normal.
kColorVertex color.
kUV0Texture coordinate channel 0. Usually used for Albedo texture.
kUV1Texture coordinate channel 1. Usually used for baked lightmap.
kUV2Texture coordinate channel 2. Usually used for realtime GI.
kUV3Texture coordinate channel 3.
kTangentTangent.