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bring your Meshes, Particles, and interfaces to life! They are image or movie files that you lay over or wrap around your objects. As they are so important, they have a lot of properties. If you are reading this for the first time, jump down to Details, and return to the actual settings when you need a reference.
Increases texture quality when viewing the texture at a steep angle. Good for floor and ground textures
The Texture becomes blocky up close
The Texture becomes blurry up close
Like Bilinear, but the Texture also blurs between the different mip levels
Selects how the Texture behaves when tiled:
The Texture repeats (tiles) itself
The Texture's edges get stretched
Textures all come from image files in your Project Folder. How they are imported is specified by the Texture Importer. You change these by selecting the file texture in the Project View and modifying the Texture Importer in the Inspector.In Unity 3 we simplified for you all the settings, now you just need to select what are you going to use the texture for and Unity will set default parameters for the type of texture you have selected. Of course if you want to have total control of your texture and do specific tweaks, you can set the Texture Type to Advanced. This will present the full set of options that you have available.
- Texture This is the most common setting used for all the textures in general.
- Normal Map Select this to turn the color channels into a format suitable for real-time normal mapping. For more info, see Normal Maps
- GUI Use this if your texture is going to be used on any HUD/GUI Controls.
- Reflection Also known as Cube Maps, used to create reflections on textures. check Cubemap Textures for more info.
- CookieThis sets up your texture with the basic parameters used for the Cookies of your lights
- Advanced Select this when you want to have specific parameters on your texture and you want to have total control over your texture.
Generate from Greyscale
BumpinessControl the amount of bumpiness.FilteringDetermine how the bumpiness is calculated:SmoothThis generates normal maps that are quite smooth.SharpAlso known as a Sobel filter. this generates normal maps that are sharper than Standard
MappingThis determines how the texture will be mapped to a cubemap.Sphere MappedMaps the texture to a "sphere like" cubemap.CylindricalMaps the texture to a cylinder, use this when you want to use reflections on objects that are like cylinders.Simple SphereMaps the texture to a simple sphere, deforming the reflection when you rotate it.Nice SphereMaps the texture to a sphere, deforming it when you rotate but you still can see the texture's wrap
Type of light that the texture will be applied to. (This can be Spotlight, Point or Directional lights). For Directional Lights this texture will tile, so in the texture inspector, you must set the Edge Mode to Repeat; for SpotLights You should keep the edges of your cookie texture solid black in order to get the proper effect. In the Texture Inspector, set the Edge Mode to Clamp.
If enabled, an alpha transparency channel will be generated by the image's existing values of light & dark.
Alpha from Greyscale
Non Power of 2If texture has non-power-of-two size, this will define a scaling behavior at import time (for more info see the Texture Sizes section below):NoneTexture will be padded to the next larger power-of-two size for use with GUITexture component.To nearestTexture will be scaled to the nearest power-of-two size at import time. For instance 257x511 texture will become 256x512. Note that PVRTC formats require textures to be square (width equal to height), therefore final size will be upscaled to 512x512.To largerTexture will be scaled to the next larger power-of-two size at import time. For instance 257x511 texture will become 512x512.To smallerTexture will be scaled to the next smaller power-of-two size at import time. For instance 257x511 texture will become 256x256.
Ideally texture sizes should be powers of two on the sides. These sizes are as follows: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 or 2048 pixels. The textures do not have to be square, i.e. width can be different from height.It is possible to use other (non power of two) texture sizes with Unity. Non power of two texture sizes work best when used on GUI Textures, however if used on anything else they will be converted to an uncompressed RGBA 32 bit format. That means they will take up more video memory (compared to PVRT(iOS)/DXT(Desktop) compressed textures), will be slower to load and slower to render (if you are on iOS mode). In general you'll use non power of two sizes only for GUI purposes.Non power of two texture assets can be scaled up at import time using the Non Power of 2 option in the advanced texture type in the import settings. Unity will scale texture contents as requested, and in the game they will behave just like any other texture, so they can still be compressed and very fast to load.One potential problem with using non power of two textures this is that Unity will convert these textures internally to power of two, and this stretching process can introduce minor visual artefacts.
When mapping a 2D texture onto a 3D model, some sort of wrapping is done. This is called UV mapping and is done in your 3D modelling app. Inside Unity, you can scale and move the texture using Materials. Scaling normal & detail maps is especially useful.
Mip Maps are a list of progressively smaller versions of an image, used to optimise performance on real-time 3D engines. Objects that are far away from the camera use the smaller texture versions. Using mip maps uses 33% more memory, but not using them can be a huge performance loss. You should always use mipmaps for in-game textures; the only exceptions are textures that will never be minified (e.g. GUI textures).
Normal maps are used by normal map shaders to make low-polygon models look as if they contain more detail. Unity uses normal maps encoded as RGB images. You also have the option to generate a normal map from a grayscale height map image.
- If you want to make a terrain, you normally use your main texture to show where there are areas of grass, rocks sand, etc... If your terrain has a decent size, it will end up very blurry. Detail textures hide this fact by fading in small details as your main texture gets up close.
- When drawing detail textures, a neutral gray is invisible, white makes the main texture twice as bright and black makes the main texture completely black.
Reflections (Cube Maps)
If you want to use texture for reflection maps (e.g. use the Reflective builtin shaders), you need to use Cubemap Textures.
Anisotropic filtering increases texture quality when viewed from a grazing angle, at some expense of rendering cost (the cost is entirely on the graphics card). Increasing anisotropy level is usually a good idea for ground and floor textures. In Quality Settings anisotropic filtering can be forced for all textures or disabled completely.