How to make a texture in unity | Textures, shades and materials

Surfaces are picture or film documents that lay over or fold over your GameObjects to give them an enhanced visualization. This page subtleties the properties you need to oversee for your Textures. 

Solidarity perceives any picture or film document in a 3D task’s Assets envelope as a Texture (in 2D activities, they are saved as Sprites). However long the picture meets the size prerequisites indicated beneath, it is imported and upgraded for game use (albeit any Shaders you use for your GameObjects have explicit Texture necessities).

This reaches out to multi-facet Photoshop or TIFF documents, which are naturally smoothed on import so that there is no size punishment for your game. This straightening happens inside to Unity, not to the PSD record itself, and is discretionary, so you can proceed to save and import your PSD documents with layers unblemished. 

Properties 

The Texture Inspector window 

The Inspector window is parted into two areas: the Texture Importer above, and the Preview underneath. 

Surface Importer 

The Texture Importer characterizes how pictures are imported from your venture’s Assets envelope into the Unity Editor. To get to the Texture Importer, select the picture record in the Project window.  

Note that a portion of the less usually utilized properties are covered up of course. Snap Advanced in the Inspector window to see these. 

The primary property in the Texture Importer is the Texture Type. Utilize this to choose the sort of Texture you need to make from the source picture document. See documentation on Texture types for more data on each sort. 

Property:

Surface Type:

Use this to characterize what your Texture is to be utilized for. Different properties in the Texture Importer change contingent upon which one you pick. 

Default:

This is the most well-known setting utilized for all Textures. It gives admittance to the vast majority of the properties for Texture bringing in. 

Ordinary Map:

Select this to transform the shading channels into a configuration appropriate for constant typical planning. See Importing Textures for more data on ordinary planning. 

Manager GUI:

Select this on the off chance that you are utilizing the Texture on any HUD or GUI controls. 

Sprite (2D and UI):

Select this on the off chance that you are utilizing the Texture in a 2D game as a Sprite. 

Cursor:

Select this on the off chance that you are utilizing the Texture as a custom cursor. 

Cookie:

Select this to set your Texture up with the fundamental boundaries utilized for the Cookies of your Scene’s Lights. 

Lightmap:

Select this on the off chance that you are utilizing the Texture as a Lightmap. This alternative empowers encoding into a particular configuration (RGBM or dLDR, contingent upon the stage) and a post-handling step on Texture information (a push-pull widening pass). 

Single Channel:

Select this on the off chance that you just need one divert in the Texture.