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When running on the editor, this class will keep the source compressed data in memory. Otherwise, the source compressed data is lost after loading and the resource can't be re saved.
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This flag allows to keep the compressed data in memory if you intend it to persist after loading.
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[b]Note:[/b] This must be set before [method create_from_image] to take effect.
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
The dictionary size for Rate-Distortion Optimization (RDO) when importing textures as basis universal and when RDO is enabled, ranging from [code]64[/code] to [code]65536[/code]. Higher values reduce the file sizes further, but significantly make encoding times longer.
If [code]true[/code], enables Zstandard supercompression to reduce file size when importing textures as basis universal.
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[b]Note:[/b] Basis Universal textures need to be compressed to gain the benefit of smaller file sizes, otherwise they are as large as VRAM-compressed textures.
The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
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[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel].
If greater than or equal to [code]0.01[/code], enables Rate-Distortion Optimization (RDO) to reduce file size. Higher values result in smaller file sizes but lower quality.
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[b]Note:[/b] Enabling RDO significantly significantly makes encoding times longer, especially when [member ProjectSettings.rendering/textures/basis_universal/rdo_dict_size] is high.
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See also [member ProjectSettings.rendering/textures/basis_universal/rdo_dict_size] and [member ProjectSettings.rendering/textures/basis_universal/zstd_supercompression_level] if you want to reduce the file size further.
If [code]true[/code], smaller versions of the texture are generated on import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). This has several benefits:
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- Textures will not become grainy in the distance (in 3D), or if scaled down due to [Camera2D] zoom or [CanvasItem] scale (in 2D).
Copy file name to clipboardExpand all lines: doc/classes/ResourceImporterTexture.xml
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When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to Enable will make Godot import the image as RGTC compressed. By default, it's set to Detect. This means that if the texture is ever detected to be used as a normal map, it will be changed to Enable and reimported automatically.
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Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map's blue channel to take this into account. Built-in material shaders already ignore the blue channel in a normal map (regardless of the actual normal map's contents).
If greater than or equal to [code]0.01[/code], enables Rate-Distortion Optimization (RDO) to reduce file size. Higher values result in smaller file sizes but lower quality.
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[b]Note:[/b] Enabling RDO significantly significantly makes encoding times longer, especially when [member ProjectSettings.rendering/textures/basis_universal/rdo_dict_size] is high.
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See also [member ProjectSettings.rendering/textures/basis_universal/rdo_dict_size] and [member ProjectSettings.rendering/textures/basis_universal/zstd_supercompression_level] if you want to reduce the file size further.
This changes the [member compress/mode] option that is used when a texture is detected as being used in 3D.
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Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will.
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