This format allows you to choose between texture quality and size on a granular level: all the way from eight bits/pixel (4x4 block size) down to 0.89 bits/pixel (12x12 block size). See the Supported texture formats reference table for detailed information about all supported formats.įor Apple devices that use the A8 chip (2014) or above, ATSC is the recommended texture format for RGB and RGBA textures.
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If you need to support DirectX 10 class GPUs on PC (NVIDIA GPUs before 2010, AMD before 2009, Intel before 2012), then DXT5 instead of BC7 would be preferred, since these GPUs do not support BC7 nor BC6H. RGBA textures - BC7 (higher quality, slower to compress) or DXT5 (faster to compress), both at eight bits/pixel. The size in memory is the same as when using the underlying texture format (for example, RGB Compressed DXT1 for RGB Crunched DXT1).įor devices with DirectX 11 or better class GPUs, where support for BC7 and BC6H formats is guaranteed to be available, the recommended choice of compression formats is: VBR only applies to Crunch compression, and only texture size on disk.
Textures with a lower bpp value have a smaller size on disk and in memory. More info See in Glossary (bpp) is the amount of storage required for a single texture pixel. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. Bits per pixel The smallest unit in a computer image.This page uses the following terminology: Some texture import settings can also be overridden globally in Build Settings, mostly to speed up iteration time during development.
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For information about texture import settings and how to set per-texture platform-specific overrides, see Texture import settings.
For information about console platforms, see the platform-specific documentation.įor an overview of texture formats, see Texture formats. This page does not contain information about console platforms. Supported texture compression formats, by platform.Texture compression formats, by quality.Default texture compression formats, by platform.Recommended texture compression formats, by platform.This page contains the following information: