The captured image is then stored as a Cubemap that can be used by objects with reflective materials.More info or a cubemapped Skybox, set the Texture Shape to Cube.If you want to make a , you normally use your main Texture to show areas of terrain such as grass, rocks and sand.If your terrain is large, it may end up very blurry.Use Quality settings to force anisotropic filtering for all Textures or disable it completely. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see: You've told us there are code samples on this page which don't work.If you know how to fix it, or have something better we could use instead, please let us know: You've told us there is information missing from this page.This process uses more memory and makes loading slower (especially on older mobile devices).In general, you should only use NPOT sizes for GUI purposes.
Normal maps are used by normal map Shaders to make low-polygon models look as if they contain more detail. You also have the option to generate a normal map from a grayscale height map image.
You can scale up NPOT Texture Assets at import time using the Non Power of 2 option in the Advanced section of the Texture Importer.
When mapping a 2D Texture onto a 3D model, your 3D modelling application does a type of wrapping called UV mapping.
For Direct X, the maximum Texture sizes for different feature levels are as follows: A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry.
The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back).