unity3d纹理格式设置

发布时间:2019-09-01 09:52:31编辑:auto阅读(1478)

    Texure Type设置为Advanced时纹理的格式列表

    格式

    详解

    Automatic Compressed

    压缩RGB纹理,默认选项,常用的漫反射纹理格式。4/像素(32KB, 256x256)

    RGB Compressed DXT1

    压缩的RGB纹理。常用的漫反射纹理格式。4/像素(32KB, 256x256)

    RGBA Compressed DXT5

    压缩的RGBA纹理。是漫反射和高光控制纹理的主要格式。1字节/像素(64KB, 256x256)

    RGB Compressed ETC 4bits

    压缩的RGB纹理,是Android工程默认的纹理格式,不支持alpha通道。(32KB, 256x256)

    RGB Compressed PVRTC 2bits

    压缩的RGB纹理,支持Imagination PowerVR GPU2/像素 (16KB, 256x256)

    RGBA Compressed PVRTC 2bits

    压缩的RGBA纹理,支持Imagination PowerVR GPU2/像素 (16KB, 256x256)

    RGB Compressed PVRTC 4bits

    压缩的RGB纹理,支持Imagination PowerVR GPU4/像素 (32KB, 256x256)

    RGBA Compressed PVRTC 4bits

    压缩的RGBA纹理,支持Imagination PowerVR GPU

    4/像素 (32KB, 256x256)

    RGB Compressed ATC 4bits

    压缩的RGB纹理,支持Qualcomm Snapdragon,4/像素 (32KB, 256x256)

    RGBA Compressed ATC 8bits

    压缩的RGB纹理,支持Qualcomm Snapdragon,8/像素 (64KB, 256x256)

    Automatic 16bits

    RGB彩色,16位彩***最多可以有216次方种颜色(低质量真彩色)

    RGB 16bits

    65万色不带alpha,比压缩的格式使用更多的内存,适用UI纹理(128KB,256x256)

    ARGB 16bits

    低质量真彩色,具有16级的红绿蓝和alpha通道(128KB, 256x256)

    RGBA 16bits

    Automatic Turecolor

    最高质量的真彩色,也就是32位的色彩(256x256的纹理大小为256KB)

    RGB 24bits

    真彩色不带alpha通道(192KB, 256x256)

    Alpha 8bits

    高质量alpha通道,不带颜色(64KB, 256x256)

    ARGB 32bits

    真彩色带alpha通道(256KB, 256x256)

    RGBA 32bits

    在Unity3D中自定义设置纹理格式

           把ChangeTextureImportSettings.cs放于Assets/Editor目录下,ChangeTextureImportSettings.cs内容如下:

    using UnityEngine;


    using UnityEditor;




    // /////////////////////////////////////////////////////////////////////////////////////////////////////////

    //

    // Batch Texture import settings modifier.

    //

    // Modifies all selected textures in the project window and applies the requested modification on the


    // textures. Idea was to have the same choices for multiple files as you would have if you open the


    // import settings of a single texture. Put this into Assets/Editor and once compiled by Unity you find


    // the new functionality in Custom -> Texture. Enjoy! :-)


    //


    // Based on the great work of benblo in this thread:

    // http://forum.unity3d.com/viewtopic.php?t=16079&start=0&postdays=0&postorder=asc&highlight=textureimporter

    //

    // Developed by Martin Schultz, Decane in August 2009

    // e-mail: ms@decane.net

    //

    // Updated for Unity 3.0 by col000r in August 2010

    // http://col000r.blogspot.com

    //

    // /////////////////////////////////////////////////////////////////////////////////////////////////////////


    public class ChangeTextureImportSettingsUnity3 : ScriptableObject {

    [MenuItem ("Custom/Texture/Change Texture Format/Auto Compressed")]

    static void ChangeTextureFormat_AutoCompressed() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticCompressed);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/Auto 16bit")]

    static void ChangeTextureFormat_Auto16Bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.Automatic16bit);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/Auto Truecolor")]

    static void ChangeTextureFormat_AutoTruecolor() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.AutomaticTruecolor);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT1")]

    static void ChangeTextureFormat_RGB_DXT1() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT1);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGB Compressed DXT5")]

    static void ChangeTextureFormat_RGB_DXT5() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.DXT5);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGB 16 bit")]

    static void ChangeTextureFormat_RGB_16bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB16);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGB 24 bit")]

    static void ChangeTextureFormat_RGB_24bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.RGB24);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/Alpha 8 bit")]

    static void ChangeTextureFormat_Alpha_8bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.Alpha8);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/ARGB 16 bit")]

    static void ChangeTextureFormat_RGBA_16bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB16);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGBA 32 bit")]

    static void ChangeTextureFormat_RGBA_32bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.RGBA32);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/ARGB 32 bit")]

    static void ChangeTextureFormat_ARGB_32bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.ARGB32);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 2bit")]

    static void ChangeTextureFormat_RGB_PVRTC_2bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB2);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 2bit")]

    static void ChangeTextureFormat_RGBA_PVRTC_2bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA2);

    }    

    [MenuItem ("Custom/Texture/Change Texture Format/RGB PVRTC 4bit")]

    static void ChangeTextureFormat_RGB_PVRTC_4bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGB4);

    }

    [MenuItem ("Custom/Texture/Change Texture Format/RGBA PVRTC 4bit")]

    static void ChangeTextureFormat_RGBA_PVRTC_4bit() {

    SelectedChangeTextureFormatSettings(TextureImporterFormat.PVRTC_RGBA4);

    }

    // ----------------------------------------------------------------------------

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/32")]

    static void ChangeTextureSize_32() {

    SelectedChangeMaxTextureSize(32);

    }

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/64")]

    static void ChangeTextureSize_64() {

    SelectedChangeMaxTextureSize(64);

    }

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/128")]

    static void ChangeTextureSize_128() {

    SelectedChangeMaxTextureSize(128);

    }

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/256")]

    static void ChangeTextureSize_256() {

    SelectedChangeMaxTextureSize(256);

    }

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/512")]

    static void ChangeTextureSize_512() {

    SelectedChangeMaxTextureSize(512);

    }

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/1024")]

    static void ChangeTextureSize_1024() {

    SelectedChangeMaxTextureSize(1024);

    }

    [MenuItem ("Custom/Texture/Change Texture Size/Change Max Texture Size/2048")]

    static void ChangeTextureSize_2048() {

    SelectedChangeMaxTextureSize(2048);

    }

    // ----------------------------------------------------------------------------

    [MenuItem ("Custom/Texture/Change MipMap/Enable MipMap")]

    static void ChangeMipMap_On() {

    SelectedChangeMimMap(true);

    }

    [MenuItem ("Custom/Texture/Change MipMap/Disable MipMap")]

    static void ChangeMipMap_Off() {

    SelectedChangeMimMap(false);

    }

    // ----------------------------------------------------------------------------

    [MenuItem ("Custom/Texture/Change Non Power of 2/None")]

    static void ChangeNPOT_None() {

    SelectedChangeNonPowerOf2(TextureImporterNPOTScale.None);

    }

    [MenuItem ("Custom/Texture/Change Non Power of 2/ToNearest")]

    static void ChangeNPOT_ToNearest() {

    SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToNearest);

    }

    [MenuItem ("Custom/Texture/Change Non Power of 2/ToLarger")]

    static void ChangeNPOT_ToLarger() {

    SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToLarger);

    }

    [MenuItem ("Custom/Texture/Change Non Power of 2/ToSmaller")]

    static void ChangeNPOT_ToSmaller() {

    SelectedChangeNonPowerOf2(TextureImporterNPOTScale.ToSmaller);

    }    

    // ----------------------------------------------------------------------------

    [MenuItem ("Custom/Texture/Change Is Readable/Enable")]

    static void ChangeIsReadable_Yes() {

    SelectedChangeIsReadable(true);

    }

    [MenuItem ("Custom/Texture/Change Is Readable/Disable")]

    static void ChangeIsReadable_No() {

    SelectedChangeIsReadable(false);

    }    //Unity3D教程手册:www.unitymanual.com

    // ----------------------------------------------------------------------------

    static void SelectedChangeIsReadable(bool enabled) {

    Object[] textures = GetSelectedTextures();

    Selection.objects = new Object[0];

    foreach (Texture2D texture in textures)  {

    string path = AssetDatabase.GetAssetPath(texture);

    TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

    textureImporter.isReadable = enabled;    

    AssetDatabase.ImportAsset(path);

    }

    }

    static void SelectedChangeNonPowerOf2(TextureImporterNPOTScale npot) {

    Object[] textures = GetSelectedTextures();

    Selection.objects = new Object[0];

    foreach (Texture2D texture in textures)  {

    string path = AssetDatabase.GetAssetPath(texture);

    TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

    textureImporter.npotScale = npot;    

    AssetDatabase.ImportAsset(path);

    }

    }

    static void SelectedChangeMimMap(bool enabled) {

    Object[] textures = GetSelectedTextures();

    Selection.objects = new Object[0];

    foreach (Texture2D texture in textures)  {

    string path = AssetDatabase.GetAssetPath(texture);

    TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

    textureImporter.mipmapEnabled = enabled;    

    AssetDatabase.ImportAsset(path);

    }

    }

    //Unity3D教程手册:www.unitymanual.com

    static void SelectedChangeMaxTextureSize(int size) {

    Object[] textures = GetSelectedTextures();

    Selection.objects = new Object[0];

    foreach (Texture2D texture in textures)  {

    string path = AssetDatabase.GetAssetPath(texture);

    TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

    textureImporter.maxTextureSize = size;  

    AssetDatabase.ImportAsset(path);

    }

    }

    static void SelectedChangeTextureFormatSettings(TextureImporterFormat newFormat) {

    Object[] textures = GetSelectedTextures();

    Selection.objects = new Object[0];

    foreach (Texture2D texture in textures)  {

    string path = AssetDatabase.GetAssetPath(texture);

    //Debug.Log("path: " + path);

    TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

    textureImporter.textureFormat = newFormat;  

    AssetDatabase.ImportAsset(path);

    }

    }

    static Object[] GetSelectedTextures()

    {

    return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);

    }

    }


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