![]() ![]() This option is disabled by default.Ĭontrol the amount of bumpiness. When enabled, the Bumpiness and Filtering options become available. Each pixel stores the height difference perpendicular to the face that pixel represents. When you choose the Normal map Texture type, you can set the following additional properties: Property:Įnable this property to create the Normal Map from a grayscale heightmap A greyscale Texture that stores height data for an object. ![]() With this Texture type, you can also change the Texture Shape property to define the Texture Shape. See in Glossary to turn the color channels into a format suitable for real-time normal mapping. Select Normal map A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. In addition, you can use the Platform-specific overrides panel to set default options and their overrides for a specific platforms. Increases Texture quality when viewing the Texture at a steep angle. Select how the Texture is filtered when it gets stretched by 3D transformations. Select how the Texture behaves when tiled. More info.Ĭheck this box to enable mipmap generation. More info.Įnable this checkbox to use Mip Map Streaming on this Texture. More info.Įnable this texture to use it solely in combination with a Texture Stack for Virtual Texturing. More info See in Glossary using Texture2D.SetPixels, Texture2D.GetPixels and other Texture2D methods. More info.Įnable this to access the Texture data from scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. ![]() If the Texture has a non-power of two (NPOT) dimension size, this defines a scaling behavior at import time. More infoĮnable this property to ignore the Gamma attribute in PNG files. More info.Įnable special processing for Photoshop files that use transparency (blending color pixels with white). More info.Įnable this property to dilate the color and avoid filtering artifacts on the edges if the alpha channel you specify is Transparency. Specify how the alpha channel of the Texture is generated. When you choose the Default Texture type, the following properties are available (click the links for detailed information on each property): Property:Įnable this property to specify that the Texture is stored in gamma space. ![]() It provides access to most of the properties for Texture importing. Scroll down or select from the list below to find details of the Texture type you wish to learn about.ĭefault is the most common Texture type used for all Textures. More info See in Glossary types into the Unity Editor via the Texture Importer.īelow are the properties available to configure the various Texture types in Unity in the Texture Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. Textures are often applied to the surface of a mesh to give it visual detail. The easiest and most perfect solution woud be that the particles automatically "wrap" to the other side of the camera once they become out of view so if I outrun particles and they fall out of the camera view at the top of the screen, they appear at the bottom.You can import different Texture An image used when rendering a GameObject, Sprite, or UI element. However, when I sprint fast downwards, I "outrun" the slowly moving particles, and the screen soon becomes empty. It looks nice and fine, and looks good when I move my character&camera. The particles are emitted just above the camera and move slowly down the screen, as you can imagine. I'm currently creating a "snowing" effect for a top-down 2d game, where the camera follows the player, using the ParticleSystem, where the particles are simulated in world space. ![]()
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