crunch_更新了Crunch纹理压缩库

crunch

Crunch is a lossy texture compression format, which is normally used on top of DXT texture compression. Crunch compression helps to reduce the size of the textures in order to use less disk space and to speed up downloads. The original Crunch compression library, maintained by Binominal, is available on GitHub. Support for Crunch texture format was first added in Unity 5.3. In Unity 2017.3, we are introducing an updated version of the Crunch compression library.

紧缩是一种有损纹理压缩格式,通常在DXT纹理压缩之上使用。 紧缩压缩有助于减小纹理的大小,以便使用更少的磁盘空间并加快下载速度。 由Binominal维护的原始Crunch压缩库可 在GitHub上获得 。 对Crunch纹理格式的支持最初是在Unity 5.3中添加的。 在 Unity 2017.3中 ,我们引入了Crunch压缩库的更新版本。

Textures compressed with Crunch are first decompressed to DXT and then uploaded to the GPU at runtime. Crunched textures not only use less space, but they can be also decompressed really fast. This makes the Crunch format very efficient for distributing textures. At the same time, Crunched textures can take quite a lot of time to compress, which is a major drawback when using Crunch (for a big project, compression of all the textures into Crunch format can take several hours in the Editor).

使用Crunch压缩的纹理首先被解压缩为DXT,然后在运行时上载到GPU。 粗糙的纹理不仅占用更少的空间,而且还可以非常快速地将其解压缩。 这使得Crunch格式非常有效地分布纹理。 同时,Crunched纹理需要花费大量时间来压缩,这在使用Crunch时是一个主要缺点(对于大型项目,在Editor中将所有纹理压缩为Crunch格式可能要花费几个小时)。

The updated Crunch library, introduced in Unity 2017.3, can compress DXT textures up to 2.5 times faster, while providing about 10% better compression ratio. But more importantly, the updated library is now capable of compressing ETC_RGB4 and ETC2_RGBA8 textures, which makes it possible to use Crunch compression on iOS and Android devices. This should help you reduce the build sizes of your mobile games, and thus make it easier to comply with App Store over-the-air size limitations, ultimately letting you reach a wider audience for your content.

Unity 2017.3中 引入的更新后的Crunch库 可以将DXT纹理压缩速度提高多达2.5倍,同时压缩率提高了约10%。 但更重要的是,更新后的库现在可以压缩ETC_RGB4和ETC2_RGBA8纹理,从而可以在iOS和Android设备上使用Crunch压缩。 这应该可以帮助您减少手机游戏的构建尺寸,从而使遵守App Store无线下载限制变得更容易,最终使您可以覆盖更多内容的受众。

In order to use Crunch compression on Android, iOS and tvOS platforms, you can now select either “RGB Crunched ETC” or “RGBA Crunched ETC2” format for your textures in the inspector window. If you enable the “Use Crunch Compression” option in the Default tab, all the textures on Android platform will be compressed with ETC Crunch by default.

为了在Android,iOS和tvOS平台上使用Crunch压缩,您现在可以在检查器窗口中为纹理选择“ RGB Crunched ETC”或“ RGBA Crunched ETC2”格式。 如果启用“默认”选项卡中的“使用紧缩压缩”选项,则默认情况下,Android平台上的所有纹理将使用ETC紧缩压缩。

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