![]() ![]() This format allows you to choose between texture quality and size on a granular level: all the way from eight bits/pixel (4x4 block size) down to 0.89 bits/pixel (12x12 block size). See the Supported texture formats reference table for detailed information about all supported formats.įor Apple devices that use the A8 chip (2014) or above, ASTC is the recommended texture format for RGB and RGBA textures. If you need to support DirectX 10 class GPUs on PC (NVIDIA GPUs before 2010, AMD before 2009, Intel before 2012), then DXT5 instead of BC7 would be preferred, since these GPUs do not support BC7 nor BC6H. RGBA textures - BC7 (higher quality, slower to compress) or DXT5 (faster to compress), both at eight bits/pixel. The size in memory is the same as when using the underlying texture format (for example, RGB Compressed DXT1 for RGB Crunched DXT1).įor devices with DirectX 11 or better class GPUs, where support for BC7 and BC6H formats is guaranteed to be available, the recommended choice of compression formats is: VBR only applies to Crunch compression, and only texture size on disk. Variable bit rate (VBR) means that bits per pixel is not a fixed value, and depends on the actual content instead.RGBA is a version of RGB with an alpha channel, which supports blending and opacity alteration.RGB is a color model in which red, green and blue combine to reproduce an array of colors.At runtime and on the GPU, there are several HDR formats, trading off accuracy, range and memory usage. HDR high dynamic range See in Glossary (High Dynamic Range) refers to special image and texture formats where colors can have a higher range than 0 through 1.The majority of image files (such as PNG and JPG) have low dynamic range. LDR (Low Dynamic Range) refers to most typical images where colors are conceptually between 0.0 (black) and 1.0 (white) values.A lower bpp value also means that the GPU can store more pixels in its cache, which results in faster texture access. Textures with a lower bpp value have a smaller size on disk and in memory. More info See in Glossary (bpp) is the amount of storage required for a single texture pixel. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. Bits per pixel The smallest unit in a computer image.This page uses the following terminology: ![]() Some texture import settings can also be overridden globally in Build Settings, mostly to speed up iteration time during development. For information about texture import settings and how to set per-texture platform-specific overrides, see Texture import settings. For information about console platforms, see the platform-specific documentation.įor an overview of texture formats, see Texture formats. This page doesn’t contain information about console platforms. Texture compression formats, by quality.Recommended texture formats, by platform.This page contains the following information:
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