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@@ -63,8 +63,6 @@ The following properties are common to all textures.
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| Width | The width of the texture in-game
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| Width | The width of the texture in-game
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| Height | The height of the texture in-game
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| Height | The height of the texture in-game
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| Use percentages | Use percentages for width and height instead of actual pixel size
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| Use percentages | Use percentages for width and height instead of actual pixel size
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-| Width | The width of the texture in-game
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-| Height | The height of the texture in-game
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| Type | Use **Color** for textures you want to display as images, **Normal map** for normal maps, and **Grayscale** to provide values for other things (eg specular maps, metalness maps, roughness maps). Color textures and normal maps have additional properties (see below).
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| Type | Use **Color** for textures you want to display as images, **Normal map** for normal maps, and **Grayscale** to provide values for other things (eg specular maps, metalness maps, roughness maps). Color textures and normal maps have additional properties (see below).
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| Generate mipmaps | Generate different versions of the texture at different resolutions to be displayed at different distances. Improves performance, removes visual artifacts, and reduces pop-in when using **streaming**, but uses more memory. Unnecessary for textures always at the same distance from the camera (such as UIs).
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| Generate mipmaps | Generate different versions of the texture at different resolutions to be displayed at different distances. Improves performance, removes visual artifacts, and reduces pop-in when using **streaming**, but uses more memory. Unnecessary for textures always at the same distance from the camera (such as UIs).
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| Compress | Compress the final texture to a format based on the target platform and usage. The final texture is a multiple of 4. For more information, see [Texture compression](compression.md).
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| Compress | Compress the final texture to a format based on the target platform and usage. The final texture is a multiple of 4. For more information, see [Texture compression](compression.md).
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