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unity3d纹理格式设置

发布时间:2020-08-09 07:57:25 来源:网络 阅读:5528 作者:蚂蚁雄心 栏目:游戏开发

Texure Type设置为Advanced时纹理的格式列表

格式

详解

Automatic Compressed

压缩RGB纹理,默认选项,常用的漫反射纹理格式。4/像素(32KB, 256x256)

RGB Compressed DXT1

压缩的RGB纹理。常用的漫反射纹理格式。4/像素(32KB, 256x256)

RGBA Compressed DXT5

压缩的RGBA纹理。是漫反射和高光控制纹理的主要格式。1字节/像素(64KB, 256x256)

RGB Compressed ETC 4bits

压缩的RGB纹理,是Android工程默认的纹理格式,不支持alpha通道。(32KB, 256x256)

RGB Compressed PVRTC 2bits

压缩的RGB纹理,支持Imagination PowerVR GPU2/像素 (16KB, 256x256)

RGBA Compressed PVRTC 2bits

压缩的RGBA纹理,支持Imagination PowerVR GPU2/像素 (16KB, 256x256)

RGB Compressed PVRTC 4bits

压缩的RGB纹理,支持Imagination PowerVR GPU4/像素 (32KB, 256x256)

RGBA Compressed PVRTC 4bits

压缩的RGBA纹理,支持Imagination PowerVR GPU

4/像素 (32KB, 256x256)

RGB Compressed ATC 4bits

压缩的RGB纹理,支持Qualcomm Snapdragon,4/像素 (32KB, 256x256)

RGBA Compressed ATC 8bits

压缩的RGB纹理,支持Qualcomm Snapdragon,8/像素 (64KB, 256x256)

Automatic 16bits

RGB彩色,16位彩***最多可以有216次方种颜色(低质量真彩色)

RGB 16bits

65万色不带alpha,比压缩的格式使用更多的内存,适用UI纹理(128KB,256x256)

ARGB 16bits

低质量真彩色,具有16级的红绿蓝和alpha通道(128KB, 256x256)

RGBA 16bits

Automatic Turecolor

最高质量的真彩色,也就是32位的色彩(256x256的纹理大小为256KB)

RGB 24bits

真彩色不带alpha通道(192KB, 256x256)

Alpha 8bits

高质量alpha通道,不带颜色(64KB, 256x256)

ARGB 32bits

真彩色带alpha通道(256KB, 256x256)

RGBA 32bits

在Unity3D中自定义设置纹理格式

       把ChangeTextureImportSettings.cs放于Assets/Editor目录下,ChangeTextureImportSettings.cs内容如下:

using UnityEngine;


using UnityEditor;




// /////////////////////////////////////////////////////////////////////////////////////////////////////////

//

// Batch Texture import settings modifier.

//

// Modifies all selected textures in the project window and applies the requested modification on the


// textures. Idea was to have the same choices for multiple files as you would have if you open the


// import settings of a single texture. Put this into Assets/Editor and once compiled by Unity you find


// the new functionality in Custom -> Texture. Enjoy! :-)


//


// Based on the great work of benblo in this thread:

// http://forum.unity3d.com/viewtopic.php?t=16079&start=0&postdays=0&postorder=asc&highlight=textureimporter

//

// Developed by Martin Schultz, Decane in August 2009

// e-mail: ms@decane.net

//

// Updated for Unity 3.0 by col000r in August 2010

// http://col000r.blogspot.com

//

// /////////////////////////////////////////////////////////////////////////////////////////////////////////


public class ChangeTextureImportSettingsUnity3 : ScriptableObject {

[MenuItem ("Custom/Texture/Change Texture Format/Auto Compressed")]

static void ChangeTextureFormat_AutoCompressed() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticCompressed);

}

[MenuItem ("Custom/Texture/Change Texture Format/Auto 16bit")]

static void ChangeTextureFormat_Auto16Bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.Automatic16bit);

}

[MenuItem ("Custom/Texture/Change Texture Format/Auto Truecolor")]

static void ChangeTextureFormat_AutoTruecolor() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticTruecolor);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT1")]

static void ChangeTextureFormat_RGB_DXT1() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT1);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT5")]

static void ChangeTextureFormat_RGB_DXT5() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT5);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB 16 bit")]

static void ChangeTextureFormat_RGB_16bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB16);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB 24 bit")]

static void ChangeTextureFormat_RGB_24bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB24);

}

[MenuItem ("Custom/Texture/Change Texture Format/Alpha 8 bit")]

static void ChangeTextureFormat_Alpha_8bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.Alpha8);

}

[MenuItem ("Custom/Texture/Change Texture Format/ARGB 16 bit")]

static void ChangeTextureFormat_RGBA_16bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB16);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA 32 bit")]

static void ChangeTextureFormat_RGBA_32bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.RGBA32);

}

[MenuItem ("Custom/Texture/Change Texture Format/ARGB 32 bit")]

static void ChangeTextureFormat_ARGB_32bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB32);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 2bit")]

static void ChangeTextureFormat_RGB_PVRTC_2bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB2);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 2bit")]

static void ChangeTextureFormat_RGBA_PVRTC_2bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA2);

}    

[MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 4bit")]

static void ChangeTextureFormat_RGB_PVRTC_4bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB4);

}

[MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 4bit")]

static void ChangeTextureFormat_RGBA_PVRTC_4bit() {

SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA4);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/32")]

static void ChangeTextureSize_32() {

SelectedChangeMaxTextureSize(32);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/64")]

static void ChangeTextureSize_64() {

SelectedChangeMaxTextureSize(64);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/128")]

static void ChangeTextureSize_128() {

SelectedChangeMaxTextureSize(128);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/256")]

static void ChangeTextureSize_256() {

SelectedChangeMaxTextureSize(256);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/512")]

static void ChangeTextureSize_512() {

SelectedChangeMaxTextureSize(512);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/1024")]

static void ChangeTextureSize_1024() {

SelectedChangeMaxTextureSize(1024);

}

[MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/2048")]

static void ChangeTextureSize_2048() {

SelectedChangeMaxTextureSize(2048);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change MipMap/Enable MipMap")]

static void ChangeMipMap_On() {

SelectedChangeMimMap(true);

}

[MenuItem ("Custom/Texture/Change MipMap/Disable MipMap")]

static void ChangeMipMap_Off() {

SelectedChangeMimMap(false);

}

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Non Power of 2/None")]

static void ChangeNPOT_None() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.None);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToNearest")]

static void ChangeNPOT_ToNearest() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToNearest);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToLarger")]

static void ChangeNPOT_ToLarger() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToLarger);

}

[MenuItem ("Custom/Texture/Change Non Power of 2/ToSmaller")]

static void ChangeNPOT_ToSmaller() {

SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToSmaller);

}    

// ----------------------------------------------------------------------------

[MenuItem ("Custom/Texture/Change Is Readable/Enable")]

static void ChangeIsReadable_Yes() {

SelectedChangeIsReadable(true);

}

[MenuItem ("Custom/Texture/Change Is Readable/Disable")]

static void ChangeIsReadable_No() {

SelectedChangeIsReadable(false);

}    //Unity3D教程手册:www.unitymanual.com

// ----------------------------------------------------------------------------

static void SelectedChangeIsReadable(bool enabled) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.isReadable = enabled;    

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeNonPowerOf2(TextureImporterNPOTScale npot) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.npotScale = npot;    

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeMimMap(bool enabled) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.mipmapEnabled = enabled;    

AssetDatabase.ImportAsset(path);

}

}

//Unity3D教程手册:www.unitymanual.com

static void SelectedChangeMaxTextureSize(int size) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.maxTextureSize = size;  

AssetDatabase.ImportAsset(path);

}

}

static void SelectedChangeTextureFormatSettings(TextureImporterFormat newFormat) {

Object[] textures = GetSelectedTextures();

Selection.objects = new Object[0];

foreach (Texture2D texture in textures)  {

string path = AssetDatabase.GetAssetPath(texture);

//Debug.Log("path: " + path);

TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

textureImporter.textureFormat = newFormat;  

AssetDatabase.ImportAsset(path);

}

}

static Object[] GetSelectedTextures()

{

return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);

}

}


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