![]() ![]() More info See in Glossary, Cursors and Cookies). You should always use mip maps for in-game Textures the only exceptions are Textures that are made smaller (for example, GUI textures, Skybox A special type of Material used to represent skies. Using mip maps uses 33% more memory, but not using them can result in a huge performance loss. More info See in Glossary use smaller Texture versions. The output is either drawn to the screen or captured as a texture. Objects that are far away from the Camera A component which creates an image of a particular viewpoint in your scene. Mip maps are lists of progressively smaller versions of an image, used to optimise performance on real-time 3D engines. Scaling normal and detail maps is especially useful. The available options for a Material depend on which Shader the Material is using. Inside Unity, you can scale and move the Texture using Materials An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. When mapping a 2D Texture onto a 3D model, your 3D modelling application does a type of wrapping called UV mapping. You can scale up NPOT Texture Assets at import time using the Non Power of 2 option in the Advanced section of the Texture Importer. In general, you should only use NPOT sizes for GUI purposes. This process uses more memory and makes loading slower (especially on older mobile devices). If the platform or GPU does not support NPOT Texture sizes, Unity scales and pads the Texture up to the next power of two size. It is possible to use NPOT (non-power of two) Texture sizes with Unity however, NPOT Texture sizes generally take slightly more memory and might be slower for the GPU to sample, so it’s better for performance to use power of two sizes whenever you can. Mali-Txxx GPUs (See Wikipedia) and OpenGL ES 3.1 ( only support up to 4096px Texture dimension size for cubemaps. ![]()
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