Properties of Texture in Unity Engine | Material properties

The second property in the Texture Importer is the Texture Shape. Utilize this to choose and characterize the shape and design of the Texture. 


Surface Shape Use this to characterize the state of the Texture. This is set to 2D naturally. 

2D This is the most well-known setting for all Textures; it characterizes the picture document as a 2D Texture. These are utilized to plan surfaces to 3D lattices and GUI components, among other task components. 


This characterizes the Texture as a cubemap. You could utilize this for Skyboxes or Reflection Probes, for instance. Choosing Cube shows distinctive planning choices. 


This setting is just accessible when Texture Shape is set to Cube. Use Mapping to indicate how the Texture is projected onto your GameObject. This is set to Auto naturally. 

Auto Unity attempts to naturally work out the format from the Texture data. 

6 Frames Layout (Cubic Environment):

The Texture contains six pictures orchestrated in one of the standard cubemap formats: cross, or grouping (+x – x +y – y +z – z). The pictures can be orientated either on a level plane or in an upward direction. 

Scope Longitude (Cylindrical) Maps the Texture to a 2D Latitude-Longitude portrayal. 

Reflected Ball (Sphere Mapped) Maps the Texture to a circle like cubemap. 


Type Choose the kind of pre-convolution (that is, sifting) that you need to use for this surface. The aftereffect of pre-convolution is put away in mips. This is set to None of course. 

None The Texture has no pre-convolution (no sifting). 

Specular (Glossy Reflection):

Select this to utilize cubemaps as Reflection Probes. The Texture mip maps are pre-tangled (sifted) with the motor BRDF. (See Wikipedia’s page on Bidirectional reflectance conveyance work for more data.) 

Diffuse (Irradiance):

The Texture is tangled (separated) to address irradiance. This is helpful on the off chance that you utilize the cubemap as a Light Probe. 

Fixup Edge Seams This alternative is just accessible with the None or Diffuse convolution (channel). Utilize this on low-end stages as a work-around for separating impediments, for example, cubemaps erroneously sifted between faces. 

Stage explicit supersedes 

The Texture Inspector window has a Platform-explicit supersedes board. 

Stage explicit abrogates board 

When working for various stages, you need to consider the goal, the document size with related memory size prerequisites, the pixel measurements, and the nature of your Textures for each target stage. Utilize the Platform-explicit abrogates board to set default choices (utilizing Default), and afterward supersede them for a particular stage utilizing the catches along the highest point of the board. 

Max Size:

The greatest imported Texture measurements in pixels. Specialists regularly really like to work with tremendous measurement size Textures; use Max Size to downsize the Texture to a reasonable measurement size. 


Choose the pressure type for the Texture. This boundary assists the situation with picking the right pressure design for a Texture. Contingent upon the stage and the accessibility of pressure designs, various settings may wind up with a similar inward configuration (for instance, Low Quality Compression affects versatile stages, yet not on work area stages). 

None The Texture isn’t compacted. 

Low Quality:

The Texture is compacted in a bad quality configuration. This outcomes in a lower memory use contrasted and Normal Quality. 

Typical Quality The Texture is packed with a standard organization. 

High Quality:

The Texture is compacted in a great organization. This outcomes in a higher memory utilization contrasted and Normal Quality. 


This sidesteps the programmed framework to determine what interior portrayal is utilized for the Texture. The rundown of accessible configurations relies upon the stage and Texture type. See documentation on Texture designs for stage explicit abrogates for more data. 

Note: Even when a stage isn’t abrogated, this choice shows the configuration picked by the programmed framework. The Format property is just accessible while superseding for a particular stage, and not as a default setting. 

Use crunch compression Use crunch pressure, if relevant. Crunch is a lossy pressure design on top of DXT Texture pressure. Surfaces are decompressed to DXT on the CPU and afterward transferred on the GPU at runtime.

Crunch pressure helps the Texture utilize the least conceivable measure of room on circle and for downloads. Crunch Textures can consume a large chunk of the day to pack, however decompression at runtime is exceptionally quick. 

Blower Quality:

When utilizing Crunch Texture pressure, utilize the slider to change the quality. A higher pressure quality methods bigger Textures and longer pressure times.

Related Posts

Leave a Reply

Your email address will not be published. Required fields are marked *