You can create an alpha map by creating a Texture with information in the alpha channel, or by creating a grayscale Texture and converting the grayscale values to alpha in Unity. You can use an alpha map to apply varying levels of transparency to a Material. You also have the option to generate a normal map from a grayscale height map image.Īn alpha map is a Texture that contains only alpha information. Unity uses normal maps encoded as RGB images. Normal maps are used by normal map Shaders to make low-polygon models look as if they contain more detail. Most Mali GPUs support Texture dimension sizes up to 4K for cubemaps.The Texture Importer only allows you to choose dimension sizes up to 16K (that is 8192 x 8192 px).More info See in Glossary Model 2 (PC GPUs before 2004) / OpenGL ES 2.0ĭX9 Shader Model 3 (PC GPUs before 2006) / Windows Phone DX11 9.3 level / OpenGL ES 3.0ĭX10 Shader Model 4 / G元 (PC GPUs before 2007) / OpenGL ES 3.1ĭX11 Shader Model 5 / GL4 (PC GPUs since 2008) More info See in Glossary texture dimension size (px)ĭX9 Shader A program that runs on the GPU. The six squares form the faces of an imaginary cube that surrounds an object each face represents the view along the directions of the world axes (up, down, left, right, forward and back). ![]() Maximum 2D and Cubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. For DirectX, the maximum Texture sizes for different feature levels are as follows: Graphics APIs / Feature levels ![]() Note: Specific platforms may impose maximum Texture dimension sizes. 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. 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. It is possible to use NPOT (non-power of two) Texture sizes with Unity. The Textures do not have to be square the width can be different from height. Ideally, Texture dimension sizes should be powers of two on each side (that is, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048 pixels (px), and so on). This format changes automatically depending on which platform you are building for. When importing from an EXR or HDR high dynamic range See in Glossary file containing HDR information, the Texture Importer automatically chooses the right HDR format for the output Texture.
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