Texture will be padded to the next larger power-of-two size for use with GUITexture component.
紋理將被填充到下一個較大的2的冪大小以便與GUI紋理組件使用。(真別扭?。?/div>
To nearest 到最近的
Texture will be scaled to the nearest power-of-two size at import time. For instance 257x511 texture will become 256x512. Note that PVRTC formats require textures to be square (width equal to height), therefore final size will be upscaled to 512x512.
紋理在導(dǎo)入時將被縮放到最近的冪大小。例如257x511紋理將成為256x512。請注意,PVRTC格式要求紋理是正方形(寬度與高度相等),因此最終大小將變換到512x512。 PVRTC是一種有損的紋理壓縮技術(shù),主要用于iPhone,iPod touch和iPad。
To larger 到較大的
Texture will be scaled to the next larger power-of-two size at import time. For instance 257x511 texture will become 512x512.
紋理在導(dǎo)入時將被縮放到下一個較大的冪大小。例如257x511紋理將成為512x512。
To smaller 到較小的
Texture will be scaled to the next smaller power-of-two size at import time. For instance 257x511 texture will become 256x256.
紋理在導(dǎo)入時將被縮放到下一個較小的冪大小。例如257x511紋理將成為256x256。
Generate Cube Map 生成立方貼圖
Generates a cubemap from the texture using different generation methods.
使用不同的生成方法從一個紋理生成一個立方體貼圖。
Read/Write Enabled
讀/寫 啟用
Select this to enable access to the texture data from scripts (GetPixels, SetPixels and other Texture2D functions). Note however that a copy of the texture data will be made, doubling the amount of memory required for texture asset. Use only if absolutely necessary. Disabled by default.
選擇此項將允許從腳本(GetPixels,SetPixels和其他Texture2D函數(shù))訪問紋理數(shù)據(jù)。但是注意,一個紋理數(shù)據(jù)副本將產(chǎn)生,由此必將為紋理資源消耗雙倍的內(nèi)存量。只有在絕對必要時使用。默認情況下禁用。
Generate Mip Maps
生成Mip Maps
Select this to enable mip-map generation. Mip maps are smaller versions of the texture that get used when the texture is very small on screen. For more info, see Mip Maps below.
選擇此項將啟用Mipmap生成。當紋理在屏幕上非常小的時候,Mipmaps是可供使用的紋理的較小版本。欲了解更多信息,請參閱下文的Mip maps。
Correct Gamma 校正伽馬
Select this to enable per-mip-level gamma correction.
選擇此項,啟用每Mip級別伽瑪校正。
Border Mip Maps
邊緣Mip Maps
Select this to avoid colors seeping out to the edge of the lower Mip levels. Used for light cookies (see below).
選擇此項為了避免色彩滲出到mip較低層次的邊緣。用于光源cookies(見下文)。
Mip Map Filtering
Mip Map過濾
Two ways of mip map filtering are available to optimize image quality:
mip map過濾的兩種方式可供優(yōu)化圖像質(zhì)量:
Box 盒
The simplest way to fade out the mipmaps - the mip levels become smoother and smoother as they go down in size.
最簡單的方式淡出mipmap – 隨著尺寸的減小mip級別變得更平滑。
Kaiser 凱撒
A sharpening Kaiser algorithm is run on the mip maps as they go down in size. If your textures are too blurry in the distance, try this option.
凱撒算法是隨著尺寸的減小銳化mip maps運行。如果你的紋理在遠距離變模糊,試試這個選項。
Fade Out Mips
淡出Mips
Enable this to make the mipmaps fade to gray as the mip levels progress. This is used for detail maps. The left most scroll is the first mip level to begin fading out at. The rightmost scroll defines the mip level where the texture is completely grayed out
啟用此項將使mipmaps隨著mip級別的進展褪色為灰色,這個用于細節(jié)貼圖。最左邊的滾動條是開始淡出的第一個mip級別。最右邊的滾動條定義mip級別在哪里完全變灰。
Generate Normal Map
生成法線貼圖
Enable this to turn the color channels into a format suitable for real-time normal mapping. For more info, see Normal Maps, below.
啟用此項將轉(zhuǎn)變顏色通道成一個適合于實時法線貼圖的格式。欲了解更多信息,請參閱法線貼圖,如下。
Bumpiness 凹凸
Control the amount of bumpiness. 控制凹凸的額度。
Filtering 過濾
Determine how the bumpiness is calculated: 確定凹凸如何計算出來:
Smooth 平滑
This generates normal maps that are quite smooth.
這會產(chǎn)生比較平滑的法線貼圖。
Sharp 銳化
Also known as a Sobel filter. this generates normal maps that are sharper than Standard.
也稱為索貝爾過濾。這會產(chǎn)生出比標準更清晰的法線貼圖。
Normal Map 法線貼圖
Select this if you want to see how the normal map will be applied to your texture.
如果你想了解法線貼圖如何被應(yīng)用到你的紋理,選擇此項。
Lightmap 光照貼圖
Select this if you want to use the texture as a lightmap.
如果你想作為光照貼圖使用紋理,選擇此項。
Per-Platform Overrides 按平臺覆蓋
When you are building for different platforms, you have to think on the resolution of your textures for the target platform, the size and the quality. With Unity 3 you can override these options and assign specific values depending on the platform you are deploying to. Note that if you don't select any value to override, the Editor will pick the default values when building your project.
當你在不同的平臺構(gòu)建(游戲),你必須考慮為目標平臺決定你的紋理,尺寸和質(zhì)量。使用Unity3,你可以覆蓋這些選項,并根據(jù)你要部署的平臺指定具體的值。注意,當你構(gòu)建項目時,如果你沒有選擇任何值覆蓋,編輯器會選擇默認值。

Default settings for all platforms. 所有平臺的默認設(shè)置
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Max Texture Size
最大紋理尺寸
The maximum imported texture size. Artists often prefer to work with huge textures - scale the texture down to a suitable size with this.
導(dǎo)入紋理的最大尺寸。美工師往往更愿意使用巨大的紋理——用這個調(diào)整紋理降到合適的大小。
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Texture Format 紋理格式
What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of a in-game texture of 256 by 256 pixels:
用于紋理的內(nèi)部表示。這是一個大小和質(zhì)量之間的權(quán)衡。在下面的例子中我們展示了一個256 x 256像素的紋理的最終尺寸:
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Compressed 壓縮
Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture).
壓縮RGB紋理,這是最常見的漫反射紋理格式。每像素4位(256x256的紋理大小為32 KB)。(4位就只有16種顏色)
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16 bit
Low-quality truecolor. Has 16 levels of red, green, blue and alpha.
低質(zhì)量的真彩色。擁有16個級別的紅、綠、藍和alpha。
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Truecolor 真彩色
Truecolor, this is the highest quality. At 256 KB for a 256x256 texture.
真彩色,這是最高的質(zhì)量。256x256的紋理大小為256 KB。(32位色彩)
If you have set the Texture Type to Advanced then the Texture Format has different values.
如果你已設(shè)置了紋理類型為高級,則紋理格式會有不同的值。
Desktop
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Texture Format紋理格式
What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of an in-game texture of 256 by 256 pixels:
用于紋理的內(nèi)部格式。在大小和質(zhì)量之間權(quán)衡。在下列的例子中,我們使用了在游戲中紋理的最終大小為256x256像素。
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RGB Compressed DXT1
Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture).
壓縮的RGB紋理。這是最常見的漫反射紋理格式。4位/像素(32 KB 256x256)
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RGBA Compressed DXT5
Compressed RGBA texture. This is the main format used for diffuse & specular control textures. 1 byte/pixel (64 KB for a 256x256 texture).
壓縮的RGBA紋理。這是漫反射和高光控制紋理的主要格式。1 字節(jié)/像素(64 KB 256x256)
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RGB 16 bit
65 thousand colors with no alpha. Compressed DXT formats use less memory and usually look better. 128 KB for a 256x256 texture.
65萬顏色不帶alpha。壓縮的DXT格式使用較少的內(nèi)存,通常會更好看。(128 KB 256x256)
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RGB 24 bit
Truecolor but without alpha. 192 KB for a 256x256 texture.
真彩色不帶alpha。(192 KB 256x256)
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Alpha 8 bit
High quality alpha channel but without any color. 64 KB for a 256x256 texture.
高質(zhì)量alpha通道,不帶顏色。(64 KB 256x256)
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RGBA 16 bit
Low-quality truecolor. Has 16 levels of red, green, blue and alpha. Compressed DXT5 format uses less memory and usually looks better. 128 KB for a 256x256 texture.
低質(zhì)量真彩色。有16級紅,綠,藍和alpha。壓縮的DXT5格式使用較少的內(nèi)存,通常會更好看。(128 KB 256x256)
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RGBA 32 bit
Truecolor with alpha - this is the highest quality. At 256 KB for a 256x256 texture, this one is expensive. Most of the time, DXT5 offers sufficient quality at a much smaller size. The main way this is used is for normal maps, as DXT compression there often carries a visible quality loss.
高質(zhì)量真彩色帶alpha(256 KB 256x256),這個文件很大。大多數(shù)情況下,DXT5提供足夠的質(zhì)量,文件大小要小得多。這個主要用于法線貼圖,DXT壓縮往往帶有一個可見的質(zhì)量損失。
iOS
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Texture Format
What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of a in-game texture of 256 by 256 pixels:
用于紋理的內(nèi)部格式。在大小和質(zhì)量之間權(quán)衡。在下列的例子中,我們使用了在游戲中紋理的最終大小為256x256像素。
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RGB Compressed
PVRTC 4 bits Compressed RGB texture. This is the most common format for diffuse textures. 4 bits per pixel (32 KB for a 256x256 texture)
PVRTC 4位,壓縮的RGB紋理。這是最常見的漫反射紋理格式。4位/像素(32 KB 256x256)
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RGBA Compressed PVRTC 4 bits
Compressed RGBA texture. This is the main format used for diffuse & specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture)
壓縮的RGBA紋理。這是漫反射和高光控制紋理的主要格式。4 位/像素(32 KB 256x256)
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RGB Compressed PVRTC 2 bits
Compressed RGB texture. Lower quality format suitable for diffuse textures. 2 bits per pixel (16 KB for a 256x256 texture)
壓縮的RGB紋理。 低質(zhì)量格式,適用于漫反射紋理。2 位/像素(16 KB 256x256)
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RGBA Compressed PVRTC 2 bits
Compressed RGBA texture. Lower quality format suitable for diffuse & specular control textures. 2 bits per pixel (16 KB for a 256x256 texture)
壓縮的RGBA紋理。 低質(zhì)量格式,適用于漫反射紋理和高光控制紋理。2 位/像素(16 KB 256x256)
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RGB Compressed DXT1
Compressed RGB texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects.
壓縮的RGB紋理。 在iOS不支持此格式,但為桌面項目保持向后兼容性。
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RGBA Compressed DXT5
Compressed RGBA texture. This format is not supported on iOS, but kept for backwards compatibility with desktop projects.
壓縮的RGBA紋理。在iOS不支持此格式,但為桌面項目保持向后兼容性。
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RGB 16 bit
65 thousand colors with no alpha. Uses more memory than PVRTC formats, but could be more suitable for UI or crisp textures without gradients. 128 KB for a 256x256 texture.
65萬顏色不帶alpha。比PVRTC格式使用更多的內(nèi)存,但更適用于UI或不帶漸變的明快的紋理。128 KB 256x256
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RGB 24 bit
Truecolor but without alpha. 192 KB for a 256x256 texture.
真彩色不帶alpha。(192 KB 256x256)
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Alpha 8 bit
High quality alpha channel but without any color. 64 KB for a 256x256 texture.
高質(zhì)量alpha通道,不帶顏色。(64 KB 256x256)
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RGBA 16 bit
Low-quality truecolor. Has 16 levels of red, green, blue and alpha. Uses more memory than PVRTC formats, but can be handy if you need exact alpha channel. 128 KB for a 256x256 texture.
低質(zhì)量真彩色。具有16級的紅、綠、藍和alpha。比PVRTC格式使用更多的內(nèi)存,但如果需要精確的alpha通道,會更方便。(128 KB 256x256)
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RGBA 32 bit
Truecolor with alpha - this is the highest quality. At 256 KB for a 256x256 texture, this one is expensive. Most of the time, PVRTC formats offers sufficient quality at a much smaller size.
真彩色帶alpha - 這是最高質(zhì)量。256KB 256x256,這個是很消耗性能的。大多數(shù)情況下,PVRTC格式提供足夠的質(zhì)量,但有更小的文件大小。
Android
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Texture Format
What internal representation is used for the texture. This is a tradeoff between size and quality. In the examples below we show the final size of a in-game texture of 256 by 256 pixels:
用于紋理的內(nèi)部格式。在大小和質(zhì)量之間權(quán)衡。在下列的例子中,我們使用了在游戲中紋理的最終大小為256x256像素。
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RGB Compressed DXT1
Compressed RGB texture. Supported by Nvidia Tegra. 4 bits per pixel (32 KB for a 256x256 texture).
壓縮的RGB紋理。支持Nvidia Tegra。4位/像素(32 KB 256x256) ;
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RGBA Compressed DXT5
Compressed RGBA texture. Supported by Nvidia Tegra. 6 bits per pixel (64 KB for a 256x256 texture).
壓縮的RGBA紋理。支持Nvidia Tegra。6位/像素(64 KB 256x256) ;
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RGB Compressed ETC 4 bits
Compressed RGB texture. This is the default texture format for Android projects. ETC1 is part of OpenGL ES 2.0 and is supported by all OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (32 KB for a 256x256 texture)
壓縮的RGB紋理。這是Android工程默認的紋理格式。ETC1是OpenGL ES 2.0標準的一部分,并且支持所有的OpenGL ES 2.0 GPU,但它不支持Alpha。4位/像素(32 KB 256x256)
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RGB Compressed PVRTC 2 bits
Compressed RGB texture. Supported by Imagination PowerVR GPUs. 2 bits per pixel (16 KB for a 256x256 texture)
壓縮的RGB紋理。 支持Imagination PowerVR GPU。2位/像素(16 KB 256x256)
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RGBA Compressed PVRTC 2 bits
Compressed RGBA texture. Supported by Imagination PowerVR GPUs. 2 bits per pixel (16 KB for a 256x256 texture)
壓縮的RGBA紋理。支持Imagination PowerVR GPU。2位/像素(16 KB 256x256)
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RGB Compressed PVRTC 4 bits
Compressed RGB texture. Supported by Imagination PowerVR GPUs. 4 bits per pixel (32 KB for a 256x256 texture)
壓縮的RGB紋理。 支持Imagination PowerVR GPU。4位/像素(32 KB 256x256)
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RGBA Compressed PVRTC 4 bits
Compressed RGBA texture. Supported by Imagination PowerVR GPUs. 4 bits per pixel (32 KB for a 256x256 texture)
壓縮的RGBA紋理。 支持Imagination PowerVR GPU。4位/像素(32 KB 256x256)
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RGB Compressed ATC 4 bits
Compressed RGB texture. Supported by Qualcomm Snapdragon. 4 bits per pixel (32 KB for a 256x256 texture).
壓縮的RGB紋理。 支持Qualcomm Snapdragon。4位/像素(32 KB 256x256)
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RGBA Compressed ATC 8 bits
Compressed RGBA texture. Supported by Qualcomm Snapdragon. 6 bits per pixel (64 KB for a 256x256 texture).
壓縮的RGB紋理。 支持Qualcomm Snapdragon。6位/像素(64 KB 256x256)
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RGB 16 bit
65 thousand colors with no alpha. Uses more memory than the compressed formats, but could be more suitable for UI or crisp textures without gradients. 128 KB for a 256x256 texture.
65萬顏色不帶alpha。比壓縮的格式使用更多的內(nèi)存,但更適用于UI或不帶漸變的明快的紋理。128 KB 256x256
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RGB 24 bit
Truecolor but without alpha. 192 KB for a 256x256 texture.
真彩色不帶alpha。(192 KB 256x256)
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Alpha 8 bit
High quality alpha channel but without any color. 64 KB for a 256x256 texture.
高質(zhì)量alpha通道,不帶顏色。(64 KB 256x256)
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RGBA 16 bit
Low-quality truecolor. The default compression for the textures with alpha channel. 128 KB for a 256x256 texture.
低質(zhì)量真彩色。默認壓縮的紋理帶有alpha通道(128 KB 256x256)
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RGBA 32 bit
Truecolor with alpha - this is the highest quality compression for the textures with alpha. 256 KB for a 256x256 texture.
真彩色帶alpha - 這是高質(zhì)量壓縮的紋理帶有alpha通道。(256 KB 256x256)
Unless you're targeting a specific hardware, like Tegra, we'd recommend 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.
除非你是針對一個特定的硬件,像Tegra,我們建議你使用ETC1壓縮。如果需要可以儲存額外的alpha通道并仍能得到較低的紋理占用空間。如果你一定要儲存alpha通道在紋理中,RGBA16位是所有的硬件??廠商所支持的壓縮。
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.
如果您的應(yīng)用程序采用一個不支持的紋理壓縮,紋理將解壓到RGBA32并連同壓縮的那些儲存在內(nèi)存中。因此,這種情況下將失去解壓紋理時間并消耗內(nèi)存儲存它們兩次,也有可能非常影響渲染性能。
Details 細節(jié)
Supported Formats 支持的格式
Unity can read the following file formats: PSD, TIFF, JPG, TGA, PNG, GIF, BMP, IFF, PICT. It should be noted that Unity can import multi-layer PSD & TIFF files just fine. They are flattened automatically on import but the layers are maintained in the assets themselves, so you don't lose any of your work when using these file types natively. This is important as it allows you to just have one copy of your textures that you can use from Photoshop, through your 3D modelling app and into Unity.
Unity支持下面的文件格式:PSD, TIFF, JPG, TGA, PNG, GIF, BMP, IFF, PICT。應(yīng)注意,Unity可以導(dǎo)入多層PSD和TIFF文件,在導(dǎo)入時,層將自動被塌陷,因此你不必浪費時間,直接使用源文件類型。這點很重要,允許只有一個紋理拷貝,使用從Photoshop,三維建模程序?qū)氲経nity。
Texture Sizes 紋理大小
These sizes are as follows: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 or 2048 pixels. The textures do not have to be square, i.e. width can be different from height.
這些尺寸如下:2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 或 2048像素。紋理可不必是正方形,即寬度和高度可以不同。
It is possible to use other (non power of two) texture sizes with Unity. Non power of two texture sizes work best when used on GUI Textures, however if used on anything else they will be converted to an uncompressed RGBA 32 bit format. That means they will take up more video memory (compared to PVRT(iOS)/DXT(Desktop) compressed textures), will be slower to load and slower to render (if you are on iOS mode). In general you'll use non power of two sizes only for GUI purposes.
可以使用其他非二次方紋理尺寸,當用于GUI紋理時,非二次方紋理最好,但是,如果在別的使用,它們將被轉(zhuǎn)換為未壓縮的RGBA32位格式。這意味著它們將使用更多的內(nèi)存(相比PVRT(iOS)/DXT(Desktop)壓縮的紋理),將使較慢加載和和較慢渲染(如果是iOS模式)。一般來說,非二次方的紋理僅用于GUI。
Non power of two texture assets can be scaled up at import time using the Non Power of 2 option in the advanced texture type in the import settings. Unity will scale texture contents as requested, and in the game they will behave just like any other texture, so they can still be compressed and very fast to load.
非二次方紋理資源可以在導(dǎo)入時在導(dǎo)入設(shè)置中高級紋理類型使用Non Power of 2(非二次方)選項設(shè)置縮放。Unity將按需縮放紋理,并在游戲中,它們的行為就像其他紋理一樣,因此他們?nèi)匀豢梢员粔嚎s,加載非常快。
UV Mapping(UV貼圖)
When mapping a 2D texture onto a 3D model, some sort of wrapping is done. This is called UV mapping and is done in your 3D modelling app. Inside Unity, you can scale and move the texture using Materials. Scaling normal & detail maps is especially useful.
當映射一個2D紋理到一個3D模型上,要設(shè)定循環(huán)模式(平鋪方式)。這就是三維建模程序中,被稱為UV貼圖。在Unity,可以使用Materials縮放移動紋理??s放法線和地形細節(jié)貼圖尤其有用。
Mip Maps 多級紋理
Mip Maps are a list of progressively smaller versions of an image, used to optimise performance on real-time 3D engines. Objects that are far away from the camera use the smaller texture versions. 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; the only exceptions are textures that will never be minified (e.g. GUI textures).
多級紋理是逐步縮小圖像版本的一個列表,用來優(yōu)化實時3D引擎的性能。遠離相機的物體使用較小的紋理版本。使用多級紋理,將多使用33%以上的內(nèi)存,但不使用它們將有巨大的的性能損失。應(yīng)該為游戲總是使用多級紋理,唯一例外的是,用于不會縮小的紋理(例如GUI紋理)。
Normal Maps 法線貼圖
Normal maps are used by normal map shaders to make low-polygon models look as if they contain more detail. Unity uses normal maps encoded as RGB images. You also have the option to generate a normal map from a grayscale height map image.
法線貼圖用于法線貼圖著色器,使低多邊形模型看起來有更多的細節(jié)。Unity使用的法線貼圖作為RGB圖像編碼,還可以選擇從一個灰度高度圖來生成一個法線貼圖。
Detail Maps 細節(jié)貼圖
If you want to make a terrain, you normally use your main texture to show where there are areas of grass, rocks sand, etc... If your terrain has a decent size, it will end up very blurry. Detail textures hide this fact by fading in small details as your main texture gets up close.
如果想創(chuàng)建一個地形,通常使用主紋理來顯示那些草、巖砂區(qū)域,等等。如果地形非常大,它最終會非常模糊。細節(jié)紋理隱藏實際的淡出,小細節(jié)作為更接近的主紋理。
When drawing detail textures, a neutral gray is invisible, white makes the main texture twice as bright and black makes the main texture completely black.
但繪制細節(jié)紋理,中性灰是不可見的,白色是主紋理兩倍亮,黑色是主紋理完全變黑。
Reflections (Cube Maps) 反射(立方體貼圖)
If you want to use texture for reflection maps (e.g. use the Reflective builtin shaders), you need to use Cubemap Textures.
如果你想使用紋理用于反射貼圖(例如使用內(nèi)置的反射著色器),必須使用立方圖紋理。
Anisotropic filtering 各項異性過濾
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. In Quality Settings anisotropic filtering can be forced for all textures or disabled completely.
當從掠角(grazing angle)觀看,各向異性過濾提高紋理質(zhì)量,有一些渲染成本消耗(完全是顯卡成本)。為地面和地板紋理,增加各向異性等級通常是一個好主意。在質(zhì)量設(shè)置中各向異性過濾,可以強制用于所有紋理或完全禁用。
No anisotropy (left) / Maximum anisotropy (right) used on the ground texture
無各向異性(左)/(右)最大各向異性應(yīng)用于地面紋理。
頁面最后更新: 2007-11-16