unity android texture compression,关于Unity中Texture压缩问题

Unity 默认会根据构建目标将纹理转换为最合适的格式。大部分平台支持多种纹理压缩格式,例如Android使用ETC,iOS使用PVRTC。选择合适的压缩格式可以平衡文件大小和质量。不支持的目标平台上的纹理会被解压缩到RGBA 32位并存储在内存中,可能影响性能。
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Texture compression formats for platform-specific overrides

While Unity supports many common image formats as source files for

importing your (such as JPG, PNG, PSD

and TGA), these formats are not used during

realtime rendering by 3D graphics hardware

such as a graphics card or mobile device. 3D graphics hardware

requires Textures to be compressed in specialized formats which are

optimised for fast Texture sampling. The various different

platforms and devices available each have their own different

proprietary formats.

By default, the Unity Editor automatically converts Textures to the

most appropriate format to match the build target you have

selected. Only the converted Textures are included in your build;

your source Asset files are left in their

original format, in your

project’s Assets folder.

However, on most platforms there are a number of different

supported Texture compression formats to

choose from. Unity has certain default formats set up for each

platform, but in some situations you may want to override the

default and pick a different compression format for

some of your Textures (for example, if you are using a Texture as a

mask, with only one channel, you might choose to use the BC4 format

to save space while preserving quality).

To apply custom settings for each platform, use

the Texture

Importer to set default options, then use

the Platform-specific

overrides panel to override those defaults

for specific platforms.

a4c26d1e5885305701be709a3d33442f.pngDefault internal Texture

representation per platform

The following table shows the default formats used for each

platform.

Platform

Color model

None

Normal quality

(Default)

High quality

Low quality (higher

performance)

Windows, Linux, macOS, PS4, XBox

One

RGB

RGB 24 bit

RGB Compressed DXT1

RGB(A) Compressed BC7

RGB Compressed DXT1

RGBA

RGBA 32 bit

RGBA Compressed DXT5

RGB(A) Compressed BC7

RGBA Compressed DXT5

HDR

RGBA Half

RGB Compressed BC6H

RGB Compressed BC6H

RGB Compressed BC6H

WebGL

RGB

RGB 24 bit

RGB Compressed DXT1

RGB Compressed DXT1

RGB Compressed DXT1

RGBA

RGBA 32 bit

RGBA Compressed DXT5

RGBA Compressed DXT5

RGBA Compressed DXT5

Android (default subTarget)

RGB

RGB 24 bit

RGB Compressed ETC

RGB Compressed ETC

RGB Compressed ETC

RGB

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