iap unity android,Unity  针对安卓和ios的不同格式

【Texture Format全解析】

What internal representation is used for the texture. This is a

tradeoff between size and quality.

纹理的压缩方式取决于大小和质量的平衡。

a4c26d1e5885305701be709a3d33442f.png

由上图可以看到:

1)RGB

Compressed DXT1 > RGB

16 bit

2)RGBA Compressed

DXT5> RGBA

16 bit

3)非 Normal 情况下,RGBA

Compressed DXT5>RGBA 32

bit

【iOS平台】

a4c26d1e5885305701be709a3d33442f.png

上图可以看到,前一节中的DXT压缩无法应用于iOS设备上,取而代之的理PVRTC技术。从上图可以看出:

RGB

Compressed PVRTC 4 bits>RGB

16 bit

RGB

Compressed PVRTC 4 bits>RGB

Compressed PVRTC 2

bits

RGBA Compressed PVRTC 4 bits>RGBA

16

bit

RGBA Compressed PVRTC 4 bits>RGBA

Compressed PVRTC 2

bits

RGBA Compressed PVRTC 4 bits>RGBA

32

bit

【Android】

a4c26d1e5885305701be709a3d33442f.png

Unless

you’re targeting a specific hardware, like Tegra, we’drecommend using ETC1

compression.If needed

you could store an external alpha channel and still benefit from

lower texture footprint.

If you

absolutely want to store an alpha channel in a texture,RGBA16 bit is the compression

supported by all hardware

vendors.

RGB Compressed ETC 4

bits适合于diffuse-map,如果图像有alpha通道,为了全平台使用,必须使用RGBA16。

If your app

utilizes an unsupported texture compression, the textures will be

uncompressed to RGBA 32 and stored in memory along with the

compressed ones. So in this case you lose time decompressing

textures and lose memory storing them twice. It may also have a

very negative impact on rendering

performance.

如果使用了不支持的压缩技术,那么带带来浪费解压时间,以及花费双倍内存的情况,有极大的负面影响。

【Texture

Size】

If the platform or GPU does not

support NPOT texture sizes, then Unity will scale and pad the

texture up to next power of two size, which will use even more

memory and make loading

slower.

如果纹理不是2的次幂,Unity会scale、pad纹理,以使得达到2的次幂,这样会花费更多内存,让加载更慢。所以良好的建议是,所有的纹理都必须是2的次幂。

【Mip Maps】

Using mip maps uses 33% more

memory, but not using them can be a huge performance loss. You

should always use mipmaps for in-game

textures.

Mip

Map会多花费33%的内存。

【Anisotropic

filtering】

Anisotropic filtering increases

texture quality when viewed from a grazing angle, at some expense

of rendering cost (the cost is entirely on the graphics card).

Increasing anisotropy level is usually a good idea for ground and

floor

textures.

anisotropic

filtering只花费gpu时间。

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