Version: 2019.1
iOS Player settings
Upgrading to 64-bit iOS

iOS 2D Texture Overrides

Когда вы собираете игру для разных платформ, вам следует подумать о разрешении текстур для целевой платформы, размере и качестве. Вы можете установить стандартные настройки и затем их изменить под определённую платформу.

This page details the Texture Overrides specific to iOS. A description of the general Texture Overrides can be found here.

Property Function
Format Какое внутреннее представление используется для текстуры. Это компромисс между размером и качеством. В примерах ниже мы покажем финальный размер внутриигровой текстуры размером 256х256:
RGB Compressed PVRTC 4 bits Сжатая RGB текстура. Это наиболее часто встречающийся формат для Diffuse-текстур. 4 бита на пиксель (32 КБ для 256x256 текстуры).
RGBA Compressed PVRTC 4 bits Compressed RGBA texture. This is the main format used for diffuse and specular control textures or diffuse textures with transparency. 4 bits per pixel (32 KB for a 256x256 texture).
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).
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).
RGB Compressed ASTC 4x4 block

RGB Compressed ASTC 5x5 block

RGB Compressed ASTC 6x6 block

RGB Compressed ASTC 8x8 block

RGB Compressed ASTC 10x10 block

RGB Compressed ASTC 12x12 block
Compressed RGB texture. Supported by all Metal, OpenGL ES 3.2 and OpenGL ES 3.1+AEP GPUs, as well as by some OpenGL ES 3.0 GPUs. This compression type uses fixed 128-bit block size, and depending on the pixel block size (4x4 to 12x12), it may utilize 8 to 0.89 bits per pixel. The size of the compressed texture varies from 64 KB for a 256x256 texture (4x4 block, highest quality) to 7.6 KB for a 256x256 texture (12x12 block, highest compression rate).
RGBA Compressed ASTC 4x4 block

RGBA Compressed ASTC 5x5 block

RGBA Compressed ASTC 6x6 block

RGBA Compressed ASTC 8x8 block

RGBA Compressed ASTC 10x10 block

RGBA Compressed ASTC 12x12 block
Compressed RGBA texture. Supported by all Metal, OpenGL ES 3.2 and OpenGL ES 3.1+AEP GPUs, as well as by some OpenGL ES 3.0 GPUs. This compression type uses fixed 128-bit block size, and depending on the pixel block size (4x4 to 12x12), it may utilize 8 to 0.89 bits per pixel. The size of the compressed texture varies from 64 KB for a 256x256 texture (4x4 block, highest quality) to 7.6 KB for a 256x256 texture (12x12 block, highest compression rate).
RGB Compressed ETC 4 bits Compressed RGB texture. This is the default texture format for Android projects in Unity. ETC_RGB4 is a 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).
RGB Crunched ETC Compressed RGB texture. Crunch is a lossy compression format on top of ETC texture compression. Textures are decompressed to ETC_RGB4 by the CPU and then uploaded to the GPU at runtime. Crunch produces smaller textures than by regular ETC_RGB4 compression, but with lower quality. Crunch textures can take a long time to compress, but decompression at runtime is very fast. ETC_RGB4 is a part of OpenGL ES 2.0 and is supported by all Metal and OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (output size varies depending on the texture - from 1 KB for a 256x256 texture).
RGBA Compressed ETC2 8 bits Compressed RGBA texture. Supported by all Metal and OpenGL ES 3.0 GPUs. (64 KB for a 256x256 texture).
RGBA Crunched ETC2 Compressed RGBA texture. Crunch is a lossy compression format on top of ETC texture compression. Textures are decompressed to ETC2_RGBA8 on the CPU and then uploaded to the GPU at runtime. Crunch compression can be used to produce significantly smaller textures than by regular ETC2_RGBA8 compression, but with lower quality. Crunch textures can take a long time to compress, but decompression at runtime is very fast. Supported by all Metal and OpenGL ES 3.0 GPUs. 8 bits per pixel (output size varies depending on the texture - from 1 KB for a 256x256 texture).
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.
RGB 24 bit Truecolor, но без альфа канала (192 КБ для 256х256 текстуры).
Alpha 8 bit Альфа канал высокого качества, но без цветов (64 КБ для 256х256 текстуры).
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.
RGBA 32 bit Truecolor с альфа каналом - это высшее качество. 256 КБ для 256х256 текстуры. Требует достаточно много места. Обычно PVRTC форматы предлагают приемлемое качество с весьма маленьким размером.
Compressor quality Выберите Fast для более высокой производительности, Best для лучше качества изображения и Normal для баланса.

  • 2018–06–14 Page amended with limited editorial review

  • Crunch compression format updated in Unity 2017.3

iOS Player settings
Upgrading to 64-bit iOS
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