![]() Ignore PNG File GammaĮnabling this property will ignore all the gamma attributes in a png file. Alpha is TransparencyĮnabling this property will dilate the colour and avoid filtering artefacts on the edges. If the source is grayscale, the alpha is generated through the average of the texture's RGB values. Here, if the image's alpha source is Input Texture Alpha, Unity extracts the alpha out from the provided texture. This property helps you determine the alpha source of the image, which ranges from Input Texture Alpha to Grayscale. Gamma space is a space that adapts the computed colours to the transfer function of the monitor used for output. This property allows you to specify that the texture is stored in gamma space. Under Advanced Settings, you will find the following options. You should enable this setting if you want Unity to generate a physics shape from the sprite outline. PivotĬhanging this value will allow you to edit the image's origination pivot from presets or a custom vector value. This setting allows you to provide the amount of edge extrusion present during the mesh generation of the sprite. If you create a mesh type out of a Full Rect, it generates the sprite in a quad, and if you select the Tight setting, the sprite is generated following its original shape.įull Rect is a bit heavy for mobiles devices compared to tight because it will create an image in a quad where all the unnecessary parts will be rendered transparently, which might cause overdraw and reduce performance. It contains two settings, Full Rect and Tight. This setting allows you to generate the mesh type of a sprite. Pixels per Unity is the number of pixels of the width and height in the sprite image on the unit distance at world space. This setting is used by sprite atlas to specify its name. The Single mode treats the whole image as a single texture and generates a single asset from the image, whereas the Multiple mode allows you to define sprite slicing properties to take multiple sprites out of a single packed tileset or sprite sheet. It allows you to choose from two different modes: Singles and Multiple. Sprite mode lets you specify how you want your sprites extracted from the texture. The 2D texture shape is also used to create material albedos, GUI elements and sprites. Here, one of the most used texture shapes is the 2D Array which is used for optimization or combining different types of texture formats. ![]() It also allows you to create other shapes like Cube, 2D Array, and 3D. Texture shape allows you to define and change the shape and structure of the texture. ![]() ![]() This property allows you to choose from various types like Default, Normal Map, Cursor, Cookie, Sprite (2D and UI), Lightmap, Editor GUI etc. Texture type is the property that allows you to choose the type of texture you want from the image file. Under the main window, you will find the following settings. In this blog, we will be separating the contents into their different sections and covering every sprite setting property in detail. In the image above, you can see that our inspector is filled with the information and settings of the image we have selected. You can navigate to this menu by selecting the image you want to see from Unity's project explorer. Most of the tutorials you find on these are focused on the Sprite Editor and not the Sprite Settings, so in this blog, we will be discussing the settings and features provided through Unity's sprite settings window. If you don't know what that is, texture settings are mostly used whenever we need to extract tileset images or use the sprite editor. If you are a game developer or someone who uses the Unity engine a lot, you must have come across Unity's Texture Settings window. ![]()
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