Texture map texture and related properties

  https://blog.csdn.net/ecidevilin/article/details/76835059?locationNum=10&fps=1



Texture texture and related properties

 

A Texture Type: Texture type

Default: The most commonly used texture type by default, most import parameters can be access.

Normal map: Normal map.

Editor GUI and Legacy GUI: Editor GUI and Legacy GUI.

Sprite (2D and UI): Sprites for 2D objects and UGUI textures.

Cursor: Custom cursor.
Cookie: The cookie of the scene light.

Lightmap: Lightmap, which encodes the map into a specific format and post-processes the texture data.

SingleChannel: Single channel.


B SRGB

SRGB: It is still used today, and the WINDOW that everyone uses now is still SRGB. In other words, when you use ARGB, after adjusting the ideal color in PHOTOSHOP, it will look very PL on your computer, but when you look at someone else's computer, it will be PL.

Not so good, because not every computer also supports ARGB


C alpha source
    None: Forces no alpha channel.
    Input Texture Alpha: Use the alpha channel that comes with the texture.
    From Gray Scale: Use the mean of the texture's RGB channels to generate the alpha channel.


D alpha is transparency
The alpha channel is transparency. The
principle is to perform color magnification on the texture before compression to solve the problem of edge aliasing. This color magnification is equivalent to the minimum filter operation in ps, which strengthens the edge of the image.



E


Non Power of 2: How NPOTs are handled.
Read/Write Enabled: Read and write switch, do not turn it on unless necessary, otherwise the memory will be doubled.
Generate Mip Maps: Generate Mip Maps, which will increase memory by 33%. Generally used for model textures, UI, skybox and other textures do not need to be turned on.
Border Mip Maps: Prevent the color value of low-level Mip Maps from overflowing the border, generally used for lighting cookies.
Mip Map Filtering: Filtering Algorithms, Box and Kaiser.
Fadeout Mip Maps: Make the Mip Map gradually gray out according to the level, generally used for DetailMaps.


F Wrap Mode parameters:

  Repeat: Repeat

  Clamp: Fixed



G Display texture transform state in 3D mode:

  Hard transition:

  Point: Point (no filtering), Mosaic

  Blur transition:

  Bilinear: Bilinear

  Trilinear: Trilinear in Blur (interpolate) different Mip levels on the basis of Bilinear


H
Aniso Level: Anisotropic filtering level, which refers to whether to enhance the texture accuracy level of the model when the angle between the camera's field of view and the scene object is small. The higher the level, the stronger the accuracy. .



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Normal Map


has a few more settings compared to Default:

Create from Grayscale: From the grayscale height map (Heightmap) create.
Bumpiness: Roughness.
Filtering: Filtering algorithm.

    Smooth: Smooth, standard forward difference algorithm.
    Sharp: Sharp, Sobel filter.


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Sprite


Sprite Mode: sprite mode.

    Single: Single image.
    Multiple: Multiple graphs.
    Polygon: Polygon, use polygon clipping sprite in SpriteEditor.

PackingTag: Specify the atlas.

PixelsPer Unit: Pixels per unit, how many pixels per unit distance in the world scene.
Mesh Type: The mesh type (Polygon mode does not have this property).

    FullRect: Rectangle.
    Tight: Tight, generates Mesh based on alpha channel. (2DObject)

ExtrudeEdge: Extrude the edge.

Pivot: Pivot (Single only), the origin of the sprite's internal coordinates.


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Cookie

Light Type: Lighting type.

    Spotlight: Spotlight, the shape must be 2D.
    Directional: Parallel light, the shape must be 2D.
    Point: Point light source, the shape must be a cube.


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Max Size: The maximum size.
Compression: Compression quality.
Format: Compression format.
Use Crunch Compression: Compact compression.
Compressor Quality: Compression quality.

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