Cuando está construyendo para diferentes plataformas, debe pensar en la resolución de sus texturas para la plataforma objetivo, el tamaño y la calidad. Puede establecer las opciones predeterminadas y luego anular las predeterminadas para una plataforma específica.
Esta página detalla Texture Overrides especificas a iOS. Una descripción de los Texture Overrides generales se pueden encontrar aquí.
Propiedad | Función | |
---|---|---|
Format | What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of an in-game texture of 256 by 256 pixels: | |
RGB Compressed PVRTC 4 bits | Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture). | |
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 | Textura RGB comprimida. Formato de calidad inferior adecuado para texturas difusas. 2 bits por píxel (16 KB para una textura de 256x256). | |
RGBA Compressed PVRTC 2 bits | Textura comprimida de RGBA. Formato de calidad inferior adecuado para texturas de control difuso y especular. 2 bits por píxel (16 KB para una textura de 256x256). | |
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 mil colores sin alfa Utiliza más memoria que los formatos PVRTC, pero podría ser más adecuado para UI o texturas nítidas sin gradientes. 128 KB para una textura de 256x256. | |
RGB 24 bit | Truecolor pero sin alfa 192 KB para una textura de 256x256. | |
Alpha 8 bit | Canal alfa de alta calidad pero sin ningún color. 64 KB para una textura de 256x256. | |
RGBA 16 bit | Truecolor de baja calidad. Tiene 16 niveles de rojo, verde, azul y alfa. Utiliza más memoria que los formatos PVRTC, pero puede ser útil si necesita un canal alfa exacto. 128 KB para una textura de 256x256. | |
RGBA 32 bit | Truecolor con alpha - Esta es la más alta calidad. En 256 KB para una textura 256x256, ésto es costoso. La mayoría de las veces, los formatos ** PVRTC ** ofrecen suficiente calidad a un tamaño mucho menor. | |
Compressor quality | Elija Fast para un rendimiento más rápido,Es mejor para la mejor calidad de imagen y Normal para un equilibrio entre los dos. |
2018–06–14 Page amended with limited editorial review
Formato de compresión Crunch actualizado en Unity 2017.3