ドキュメント

Unity Engine


User Manual

Script Reference

Unity Engine


Platform-specific texture overrides panel reference

Explore the properties in the lower panel of the Texture Import Settings window.
読み終わるまでの所要時間 5 分最終更新 23日前

To set the size and format of the imported texture, use the platform-specific overrides panel.

The Texture Import Settings window with the panel of tabs at the bottom highlighted.

Default tab

The Default tab lets you set the final size and format of the imported texture on all platforms.

Property

Description

Max SizeSets the maximum dimensions of the imported texture in pixels.
Resize AlgorithmSets the algorithm Unity uses to downscale the texture, if the texture file has larger dimensions than Max Size. The options are:
  • Mitchell: Resizes the texture using the Mitchell algorithm. This is the default.
  • Bilinear: Resizes the texture using bilinear interpolation. This setting might preserve more small, sharp details than Mitchell.
FormatSets the number of channels and the data type of the final texture, except for platforms you override in the platform-specific override tabs. The default is Automatic, where Unity selects a value based on the number of channels in the texture, and the Compression setting. For more information, refer to the Default formats section.
CompressionSets the compression of the final texture. Unity uses this setting to select an appropriate texture format. This setting is only available if you set Format to Automatic. For more information, refer to the Default formats section. The options are:
  • None: Don't compress the texture.
  • Low Quality: Compresses the texture using a low-quality texture format. The compressed texture might use less memory than Normal Quality.
  • Normal Quality: Compresses the texture using a standard texture format.
  • High Quality: Compresses the texture using a high-quality texture format. The compressed texture might use more memory than Normal Quality.
Use Crunch CompressionCompresses the texture using the Crunch compression library, which helps Unity use the lowest possible amount of space. This setting is only available if you set Format to Automatic. Unity decompresses the texture to DXT or ETC format on the CPU, then uploads them to the GPU at runtime. If you enable this setting, textures might take a long time to compress, but decompression at runtime is fast.
Compressor QualitySets the image quality of the compressed texture, if you enable Use Crunch Compression. A higher value might use more memory and increase compression time.

Platform-specific overrides tabs

The platform-specific override tabs let you override the settings in the Default tab for specific platforms. For more information about build platforms, refer to Build Profiles window reference.

Property

Description

Max SizeSets the maximum dimensions of the imported texture in pixels.
Resize AlgorithmSets the algorithm Unity uses to downscale the texture, if the texture file has larger dimensions than Max Size. The options are:
  • Mitchell: Resizes the texture using the Mitchell algorithm. This is the default.
  • Bilinear: Resizes the texture using bilinear interpolation. This setting might preserve more small, sharp details than Mitchell.
FormatSets the final texture format. The available texture formats depend on the platform, and the file type of the texture. The default is selected by Unity based on the platform and the settings in the Default tab. For more information, refer to the Default formats section.
Compressor qualitySets the quality of the final texture that compression produces. This setting isn't available for all texture formats. The options are:
  • Fast: Compresses the texture to create a low-quality image that might use less memory than Normal.
  • Normal: Compresses the texture using the standard compression.
  • Best: Compresses the texture and retains a high-quality image that might use more memory than Normal.
  • Slider: Sets the quality of the compressed texture. This slider is only available if you select a texture that uses Crunch compression. A higher value might use more memory and increase compression time.
Split Alpha ChannelAllows alpha splitting for this Texture on these platforms: tvOS, iOS, and Android. For more information, refer to Notes on Android for Texture compression formats.
Override ETC2 fallbackETC2 texture decompression fallback override on Android devices that don't support ETC2.

Allows to choose which texture format to decompress the texture to on Android devices that have no ETC2 texture format support. For more information, refer to Notes on Android for Texture compression formats.

Default formats

The following table lists the default Format Unity selects in the platform-specific override tab, based on the Format and
Compression

?

settings in the Default tab.
For more information about each format, refer to GPU texture formats reference.

Platform

Texture channels

Format for no compression

Format for Normal Quality compression

Format for High Quality compression

Format for Low Quality compression

Windows, Linux, macOSRGBRGB 24 bitRGB Compressed DXT1RGB(A) Compressed BC7RGB Compressed DXT1
Windows, Linux, macOSRGBARGBA 32 bitRGBA Compressed DXT5RGB(A) Compressed BC7RGBA Compressed DXT5
Windows, Linux, macOSHDRRGBA HalfRGB Compressed BC6HRGB Compressed BC6HRGB Compressed BC6H
WebGL (configurable)RGBRGB 24 bitRGB Compressed DXT1RGB Compressed DXT1RGB Compressed DXT1
WebGLRGBARGBA 32 bitRGBA Compressed DXT5RGBA Compressed DXT5RGBA Compressed DXT5
Android (configurable)RGBRGB 24 bitRGBA Compressed ASTC 6x6 block
RGB Compressed ETC2
RGB Compressed ETC
RGBA Compressed ASTC 4x4 block
RGB Compressed ETC2
RGB Compressed ETC
RGBA Compressed ASTC 8x8 block
RGB Compressed ETC2
RGB Compressed ETC
AndroidRGBARGBA 32 bitRGBA Compressed ASTC 6x6 block
RGBA Compressed ETC2
RGBA Compressed ASTC 4x4 block
RGBA Compressed ETC2
RGBA Compressed ASTC 8x8 block
RGBA Compressed ETC2
iOS (configurable)RGBRGB 24 bitRGBA Compressed ASTC 6x6 blockRGBA Compressed ASTC 4x4 blockRGBA Compressed ASTC 8x8 block
iOSRGBARGBA 32 bitRGBA Compressed ASTC 6x6 blockRGBA Compressed ASTC 4x4 blockRGBA Compressed ASTC 8x8 block
tvOSRGBRGB 24 bitRGBA Compressed ASTC 6x6 blockRGBA Compressed ASTC 4x4 blockRGBA Compressed ASTC 8x8 block
tvOSRGBARGBA 32 bitRGBA Compressed ASTC 6x6 blockRGBA Compressed ASTC 4x4 blockRGBA Compressed ASTC 8x8 block
DefaultRGBARGBA 32 bitRGBA 16 bitRGBA 16 bitRGBA 16 bit

Additional resources