问题描述
我使用 1024x1024 纹理,它映射到 Unity3d 中的四边形.目前的目标平台是 PC 独立平台.这是它的外观:
您可以看到屏幕中物体的像素化和模糊程度,如何使其更具可读性并减少像素化?
导入设置、质量设置和关闭 mip-map 的场景截图
您可能应该包含纹理检查器的屏幕截图,以获得更详细的帮助.顺便说一句,您使用的四边形完全无关.
Am using a 1024x1024 texture, which am mapping to a quad in Unity3d. The target platform as of now is PC standalone. This is how it looks:
You can see how pixelated and blurry the objects in the screen are, how can I make it more readable and less pixelated?
Import settings, quality settings and a screenshot of the scene with mip-map turned off here. The texture and the quad asset can be found here.
The image looks fine to me: it looks like a 3D video game.
Note that 1k is very small to use as a PNG for the texture for an object which will appear that large in your final scene.
Secondly click on the texture, and then Inspector
.
Note particularly the "Max Size" setting, which indeed should be bigger than the literal size of your PNG. Learn about the "Mip Maps" concept as anim_it says. Also note your "Filter Mode". And indeed the "Texture Type". These settings all need to be "just right" for a given game situation.
Particularly read the two comments by Kolanda above which well-explain anisotropic handling: If you see an object at low angle, like a floor or your cards, it tends to lose texture resolution fast. Try to use "anisotropic" as your filtering mode and see if it helps - it was invented for such situations. As a test move the camera, to view the table from above, to separate texture-related issues from view-related issues.
You should probably include a screenshot of your Inspector for the texture, to get more detailed help. BTW the quad you are using is totally unrelated.
这篇关于带有文本的纹理,看起来像素化,如何在 unity3d 中解决这个问题?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!