Sprite (2D and UI) 텍스처 타입은 텍스처 에셋의 포맷을 지정하므로 2D 애플리케이션에서 스프라이트로 사용하기에 적합합니다.Unity는 이 텍스처 타입에 대해 Texture Shape을 2D로 고정합니다.자세한 내용은 Texture Shape을 참조하십시오.
Property | Description | |
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Sprite Mode | Specifies how to extract the sprite graphic from the image. | |
Single | Use the sprite image as is. You can clip and edit the image in the Sprite Editor to refine it further, but Unity treats the Sprite generated from the texture source file as a single asset. | |
Multiple | Choose this value if the texture source file has several elements in the same image. You can then define the location of the elements in the Sprite Editor so that Unity knows how to split the image into different sub-assets. For example, you can create animation frames from a single sheet with multiple poses, create Tiles from a single Tilesheet, or create the different parts of a character. | |
Polygon | Choose this value to clip the sprite texture according to the mesh defined in the Sprite Editor’s Sprite Custom Outline. | |
Packing Tag | 이 텍스처를 패킹할 스프라이트 아틀라스를 이름을 사용하여 지정합니다.이 프로퍼티는 프로젝트에서 레거시 스프라이트 패커를 활성화한 경우에만 표시됩니다. | |
Pixels Per Unit | The number of pixels of width/height in the Sprite image that correspond to one distance unit in world space. | |
Mesh Type | Specifies the mesh type for the sprite asset you want Unity to generate. Note: This property is only visible when you set Spirte Mode to Single or Multiple. |
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Full Rect | Choose this value to create a quad (four-sided polygon) to map the Sprite onto. | |
Tight | Choose this value to generate a Mesh based on pixel alpha value. The Mesh that Unity generates generally follows the shape of the Sprite. Note: Any Sprite that is smaller than 32x32 uses Full Rect, even when Tight is specified. |
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Extrude Edges | Controls how much area to leave around the Sprite in the generated Mesh. | |
Pivot | The location in the image where the sprite’s local coordinate system originates. Choose one of the pre-set options, or select Custom to set your own Pivot location in X and Y. Note: This property is only visible when you set Sprite Mode to Single. |
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Generate Physics Shape | Indicates whether to generate a default Physics Shape from the outline of the sprite if you don’t define a Custom Physics Shape. Note: This property is only visible when you set Sprite Mode to Single or Multiple. |
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Sprite Editor | 이 버튼을 클릭하면 여러 개의 Sprite Mode 요소를 사용하여 이미지의 요소를 분리하거나(하위 에셋을 생성하기 위해) 폴리곤 모양, 크기, 피벗 포지션을 세분화하는 방법을 정의할 수 있습니다. 참고:2D Sprite 패키지를 설치해야 스프라이트 에디터를 사용할 수 있습니다.Unity 패키지 관리자에서 패키지를 찾고 설치하는 방법에 대한 자세한 내용은 패키지 찾기 및 레지스트리에서 설치를 참조하십시오. |
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sRGB (Color Texture) | Indicates whether the texture is in gamma space. Enable this property for non-HDR color textures such as albedo and specular color. If the texture stores information that you need the exact value for, like smoothness or metalness values, disable this property. | |
Alpha Source | Specifies how Unity generates the alpha value for the texture asset from the texture source file. | |
None | The texture asset doesn’t have an alpha channel, whether or not the texture source file has one. | |
Input Texture Alpha | Unity applies the alpha channel from the texture source file to the texture asset, if the texture source file has an alpha channel. | |
From Gray Scale | Unity generates the alpha channel for the texture asset from the average values the texture source files RGB channels. | |
Alpha is Transparency | Indicates whether to dilate the color channels. This helps to avoid filtering artifacts on the edges of the alpha channel if the alpha channel represents transparency. | |
Read/Write | Indicates whether to access the texture data from scripts using Texture2D.SetPixels, Texture2D.GetPixels and other Texture2D methods. Internally, Unity uses a copy of the Texture data for script access, which doubles the amount of memory required for the Texture. This property is therefore disabled by default, and you should enable it only if you require script access. For more information, see Texture2D. | |
Generate Mipmaps | Indicates whether to generate mipmaps for this texture. | |
Mipmap Filtering | Specifies the method Unity uses to filter mipmaps and optimize image quality. This property is only visible when you enable Generate Mipmaps. |
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Box | Makes mip levels smoother as they decrease in dimension size. | |
Kaiser | Runs a sharpening algorithm on mipmaps as they decrease in dimension size. Use this option if your textures are too blurry when far away. The algorithm is of the Kaiser Window type. For more information, see Wikipedia. |
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Preserve Coverage | Indicates whether the alpha channel in generated mipmaps preserves coverage during the alpha text. For more information, see TextureImporterSettings.mipMapsPreserveCoverage. This property is only visible when you enable Generate Mipmaps. |
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Alpha Cutoff | The reference value that controls the mipmap coverage during the alpha test. This property is only visible when you enable Preserve Coverage. |
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Replicate Border | Indicates whether to stop colors bleeding out to the edge of the lower MIP levels. This is useful for light cookies. This property is only visible when you enable Generate Mipmaps. |
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Fadeout to Gray | Indicates whether mipmaps should fade to gray as the mip levels progress. This is useful for detail maps. The left-most scroll is the first mip level to begin fading out. The right-most scroll defines the mip level where the texture is completely grayed out. This property is only visible when you enable Generate Mipmaps. |
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Ignore PNG Gamma | Indicates whether to ignore the gamma attribute in PNG files. This option is only visible if the texture source file is a PNG. | |
Swizzle | Specifies how to order the texture source file color channel data. | |
Wrap Mode | Specifies how the texture behaves when it tiles. | |
Repeat | Repeats the texture in tiles. | |
Clamp | Stretches the texture’s edges. | |
Mirror | Mirrors the texture at every integer boundary to create a repeating pattern. | |
Mirror Once | Mirrors the texture once, then clamps it to edge pixels. Note: Some mobile devices don’t support Mirror Once. In this case, Unity uses Mirror instead. |
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Per-axis | Provides options you can use to individually control how Unity wraps textures on the U and V axis. | |
Filter Mode | Specifies how Unity filters the texture when the texture stretches during 3D transformations. | |
Point (no filter) | The texture appears blocky up close. | |
Bilinear | The texture appears blurry up close. | |
Trilinear | Like Bilinear, but the texture also blurs between the different MIP levels. | |
Aniso Level | Controls the texture quality when you view the texture at a steep angle. Anisotropic filtering is good for floor and ground Textures but is resource intensive. For more information, see Importing textures. |
또한 플랫폼별 오버라이드 패널을 사용하여 특정 플랫폼에 대한 기본 옵션과 오버라이드를 설정할 수 있습니다.