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  • Textures.

    本章介紹貼圖

  • A texture is an image file.

    貼圖是一張圖檔格式

  • Unity uses textures in a number of different ways.

    Unity裡有很多不同的貼圖方法

  • The most common use of a texture is when

    而最常見的方法 就是貼上有基本貼圖的材質

  • applied to a material in the base

    要了解更多關於材質的資料 請參考相關教學

  • texture property to give a mesh a

    貼圖可以用來製作圖形介面(GUI)

  • textured surface.

    或是做為法線貼圖(Normal map) 高光貼圖(Specular map)或高度圖(Height map)

  • For more information on materials

    用來自訂滑鼠、圖示、啟動動畫或類似功能

  • see the appropriate lesson.

    貼圖可以是任何Unity支援的圖檔格式

  • Textures can also be used for

    可以用數位相機拍的照片

  • GUI elements applied to additional

    但通常貼圖大多是用Photoshop或Gimp 等影像處理軟體製作的圖檔

  • material properties to act as normal

    要注意的是,如果圖檔有圖層在資源裡會合併 但原始圖檔的圖層是還在的

  • maps, specular maps or height maps.

    這表示你可以切換圖層並存檔 合併貼圖會直接反映在場景裡

  • Used as custom cursors, icons,

    但是當我們執行遊戲時 就無法改動貼圖圖層

  • splash screens and more.

    大多數Unity支援的圖檔格式 除了JPEG以外都支援透明度

  • Textures can be any image file

    更多關於透明度的資訊及用法 請參閱官方材質與著色文件

  • supported by Unity.

    貼圖檔案應該存放在Assets目錄下

  • These can be photos straight from a

    Unity會以特定的順序 在Assets目錄底下搜尋材質

  • digital source, but textures are usually

    更多關於尋找貼圖的資訊 請參閱網格匯入的章節

  • images created or manipulated in an image

    貼圖在檢視會有匯入設定屬性

  • editor, like Photoshop or Gimp.

    Texture Type是根據圖檔用途 先規劃好的一個類別選單

  • It is important to note that the layered

    預設值是貼圖(Texture)

  • files will be flattened on import

    進階選單會展開所有的屬性選項

  • but the layers are maintained in

    這些進階選項的內容會在其他章節介紹

  • Unity in the original file.

    如果我們需要設定透明度 或是表示Alpha通道的灰階圖案

  • This means we can turn layers on and off

    我們可以把Alpha From Greyscale打勾

  • without loss when we're setting up our game

    黑色就會完全透明 白色就完全不透明

  • but when we're running our game we will not

    Wrap Mode控制磁磚貼圖的方式(Tiling >1)

  • have access to these layers individually.

    這個模式通用於2D元素和3D網格

  • Most of the image file formats used by

    重複(Repeat)會像磁磚一樣重複貼圖 固定(Clamp)則會延伸邊緣展延貼圖

  • Unity support transparency.

    過濾模式(Filter Mode)控制當貼圖 在三維空間被拉伸變形時著色的方法

  • The notable exception is JPEG,

    這些都是影響品質的設定

  • which does not.

    三線(Trilinear)最好,點(point)則是最基本的

  • For more information on transparency

    各向異性等級(Aniso Level) 控制當貼圖角度很極端時的品質

  • and how to use it, see the documentation on

    各向異性過濾器(Anisotropic Filtering) 提升掠射角(Grazing angle)的貼圖品質

  • materials and shaders.

    開啟時會增加著色效能的負擔

  • Texture files should be saved in the assets folder.

    在品質設定,各向異性過濾 可以對全部材質強制開啟或關閉

  • Unity searches the assets folder

    更多關於品質的設定 請參閱相關章節

  • in a specific order when seeking materials.

    由於Unity支援多平台發佈

  • For more information on searching for textures

    貼圖屬性有一個預設最大貼圖

  • and seeking materials see the lesson

    以及其他平台的預設大小和壓縮方式

  • on mesh importing.

    Max Size用來設定最大的貼圖大小

  • A texture file should be assigned import

    如果數值設的比匯入的圖檔還要大 會以原始圖檔為準

  • settings in the texture importer.

    這個設定不會讓貼圖超過原始圖檔

  • Texture Type property contains a

    如果數值設的比匯入的圖檔還要小 那麼圖檔會被縮小

  • list of presets.

    和圖層一樣,原始的圖檔並沒有改變 只有資源裡的圖檔被調整了

  • These limit the number of editable properties

    格式(Format)用來設定壓縮技術

  • available in the texture importer

    使用貼圖預設值會比較簡單

  • based on the intended use for the image.

    這些設定其實就是代表低、中、高品質

  • The default is Texture.

    可以在不同平台設定不同的進階設定

  • Advanced will expose all of the available

    每個平台可以獨立設定並蓋過預設的設定

  • properties in the texture importer.

    像是不同平台的貼圖大小和壓縮比都可調整

  • The other presets, including advanced,

    這代表我們可以針對不同的平台 調整符合平台效能和品質的設定

  • will be covered in another lesson.

    當專案切換發佈平台時 資源Asset會按照新平台設定重新匯入一次

  • If we need to set the transparency

    這個設定和Build Setting裡的一樣

  • or alpha channel for the texture automatically

    更多關於組建設定的內容請參閱相關章節

  • based on the light and dark parts of the image

    在材質屬性的最下面有個預覽視窗

  • we can check the Alpha From Greyscale field.

    當預覽視窗開啟時 我們可以預覽貼圖

  • Black will be completely transparent,

    修改過的貼圖要Apply之後 才能看到預覽更新

  • white will be completely opaque.

    預覽視窗會顯示貼圖大小 壓縮設定和貼圖的標籤

  • Wrap Mode controls how the texture is mapped

  • on to a renderer when tiled.

  • This setting works for both 2D elements

  • and 3D meshes.

  • Repeat will repeat the texture and

  • and Clamp will stretch the edges of the texture.

  • Filter Mode controls how the graphics

  • card renders the texture,

  • when it is stretched by 3D transformations.

  • These are effectively quality settings,

  • trilinear being the best and

  • point being the most basic.

  • Aniso level controls the quality of

  • textures when rendered at steep angles.

  • Anisotropic Filtering increases the

  • texture quality when viewed at

  • a grazing angle.

  • This has an increased rendering cost when applied.

  • In quality settings, Anisotropic filtering

  • can be forced on for all textures

  • or disabled completely.

  • For more information on quality settings

  • see the appropriate lesson.

  • Because Unity supports building to

  • multiple target platforms from one project

  • the texture importer allows for a default

  • setting for max texture size

  • and compression format that can be

  • overridden on a per platform basis.

  • Max Size will set the maximum size for

  • for the imported texture.

  • If max size is set to a value larger

  • than that of the original image the size

  • of the imported texture

  • will be that of the original.

  • This setting will not make the texture

  • larger than the original image.

  • If max size is set to a value less

  • than the original image the texture will

  • be resized to that value on import.

  • Like layers, however, the original

  • file is unchanged.

  • Only the imported asset will be adjusted.

  • Format sets the compression technique.

  • The default settings are relatively simple

  • when using the Texture preset.

  • These are effectively quality settings of

  • low, medium and high.

  • More control can be set on a per

  • platform basis, or when using the Advanced setting.

  • Each target platform can have it's own settings

  • that override the default values.

  • Max size and compression can be adjusted

  • for each target platform.

  • This means we can set the target sizes

  • and compression appropriate for the

  • bandwidth and processing power

  • of the target platform.

  • When the build target is changed these

  • assets will be reimported using the

  • overridden values.

  • This section works in conjunction with Build Settings.

  • For more information on Build Settings

  • please see the appropriate lesson.

  • At the bottom of the importer is a preview window.

  • When the preview window is open we can

  • view the changes we have made.

  • We will need to apply our settings before

  • the preview window will update it's display.

  • The preview window will display the image

  • being imported and report basic information

  • about the imported texture, including

  • the size of the imported texture,

  • the compression setting and the footprint

  • of the texture in our game.

Textures.

本章介紹貼圖

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