聊聊近況:
距離上一篇文章已經過了好久,主要原因是我懶了。公司項目也到了開始優化的階段,上網找的資料,看過了就忘。還是想把它整理一下,寫出來。其實我說的東西,網上都有,我只是搬運工而已。
貼圖壓縮:
Android平台使用ETC1格式壓縮。
目前主流的Android機型基本都支持ETC1格式壓縮。但ETC1只能支持非Alpha通道的圖片壓縮。
所以一般把RGB和ALPHA分離出來,r值,g值,b值從RGB圖獲取,a值從Alpha圖里獲取。
隨着OPENGL ES 3.0的發布,etc2也出了,支持Alpha通道,但就目前的市場,支持的機型還比較少,所以可以不用考慮。
IOS平台使用PVRT壓縮紋理,它支持Alpha通道。
工具准備:
TexturePacker4.1.0及破解戳這里:鏈接:http://pan.baidu.com/s/1qYKNIQ4 密碼:s21o
我的第一篇文章也用過TexturePacker:http://www.shihuanjue.com/?p=16
實踐:
1.打開TexturePacker,選擇Unity-JOSN data,把美術給過來的散圖拖到TexturePacker里面,調整參數,最后Publish導出圖集(.tga)和小圖配置信息(.txt)。
2.打開Photoshop,拖入.tga
保存RGB圖:選中Alpha 1.右鍵。刪除該透明通道。然后將圖片存儲為_MainTex.png圖片。
保存ALPHA圖:我們可以在菜單中后退一步。或者重新打開沒有刪除透明通道的圖片。
選中Alpha 1. 按Ctrl + A 全選 ,再按 Ctrl + C 復制透明通道。
選中RGB,Ctrl + V 粘貼。
最后刪除Alpha 1 透明通道。將圖片保存為_AlphaTex.png。
我們項目還是用的還是NGUI,用NGUI做UIAtlas。
新建一個材質球,圖片用的是_MainTex.png,_AlphaTex.png
NGUI的原生Shader,是從一張圖上獲取RGBA的,現在我們需要從_AlphaTex.png上獲取a值。
所以拿來改改:
Shader "Unlit/Transparent Colored ETC1" { Properties { _MainTex ("rgb tex", 2D) = "black" {} _AlphaTex("alpha tex",2D) = "white"{} } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Cull Off Lighting Off ZWrite Off Fog { Mode Off } Offset -1, -1 Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; struct v2f { float4 vertex : SV_POSITION; half2 texcoord : TEXCOORD0; fixed4 color : COLOR; }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _AlphaTex; float4 _AlphaTex_ST; v2f vert (appdata_t v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); o.texcoord = v.texcoord; o.color = v.color; return o; } fixed4 frag (v2f i) : COLOR { //fixed4 col = tex2D(_MainTex, i.texcoord) * i.color; //return col; fixed4 texcol = tex2D(_MainTex, i.texcoord); fixed4 result = texcol; result.a = tex2D(_AlphaTex,i.texcoord).r*i.color.a; return result; } ENDCG } } SubShader { LOD 100 Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Cull Off Lighting Off ZWrite Off Fog { Mode Off } Offset -1, -1 ColorMask RGB AlphaTest Greater .01 Blend SrcAlpha OneMinusSrcAlpha ColorMaterial AmbientAndDiffuse SetTexture [_MainTex] { Combine Texture * Primary } } } }
把一開始TP導出的.txt拖到UIAtlas的TP Import上
效果:
肉眼看不出明顯差別,內存卻減少了不少。
RGB和ALPHA分離(腳本化):
用PS去分離,太慢。嘗試用腳本或者工具來自動化分離。
using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; using System.IO; using System.Reflection; public class MaterialTextureForETC1_Old : MonoBehaviour { public static float sizeScale = 0.5f; //the size decrease scale for alphaTexture private static string texPath = Application.dataPath+"/TestSplitTex"; [MenuItem("EffortForETC1/Seperate RGB and Alpha Channel for All Textures")] static void SeperateAllTexturesRGBandAlphaChannel() { string[] paths = Directory.GetFiles(texPath, "*.*", SearchOption.AllDirectories); foreach (string path in paths) { if (!string.IsNullOrEmpty(path) && IsTextureFile(path)) //full name { SeperateRGBAandlphaChannel(path); } } } #region process texture static void SeperateRGBAandlphaChannel(string _texPath) { string assetRelativePath = GetRelativeAssetPath(_texPath); SetTextureReadable(assetRelativePath); Texture2D sourcetex = AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(Texture2D)) as Texture2D; //not just the textures under Resources file if (!sourcetex) { Debug.Log("Load Texture Failed : " + assetRelativePath); return; } if (!HasAlphaChannel(sourcetex)) { Debug.Log("Texture does not have Alpha channel : " + assetRelativePath); return; } Texture2D rgbTex = new Texture2D(sourcetex.width, sourcetex.height, TextureFormat.RGB24, true); Texture2D alphaTex = new Texture2D((int)(sourcetex.width * sizeScale), (int)(sourcetex.height * sizeScale), TextureFormat.RGB24, true); for (int i = 0; i < sourcetex.width; ++i) for (int j = 0; j < sourcetex.height; ++j) { Color color = sourcetex.GetPixel(i, j); Color rgbColor = color; Color alphaColor = color; alphaColor.r = color.a; alphaColor.g = color.a; alphaColor.b = color.a; rgbTex.SetPixel(i, j, rgbColor); alphaTex.SetPixel((int)(i * sizeScale), (int)(j * sizeScale), alphaColor); } rgbTex.Apply(); alphaTex.Apply(); byte[] bytes = rgbTex.EncodeToPNG(); File.WriteAllBytes(GetRGBTexPath(_texPath), bytes); bytes = alphaTex.EncodeToPNG(); File.WriteAllBytes(GetAlphaTexPath(_texPath), bytes); Debug.Log("Succeed to seperate RGB and Alpha channel for texture : " + assetRelativePath); AssetDatabase.Refresh(); } static bool HasAlphaChannel(Texture2D _tex) { for (int i = 0; i < _tex.width; ++i) for (int j = 0; j < _tex.height; ++j) { Color color = _tex.GetPixel(i, j); float alpha = color.a; if (alpha < 1.0f - 0.001f) { return true; } } return false; } static void SetTextureReadable(string _relativeAssetPath) { string postfix = GetFilePostfix(_relativeAssetPath); if (postfix == ".dds") // no need to set .dds file. Using TextureImporter to .dds file would get casting type error. { return; } TextureImporter ti = (TextureImporter)TextureImporter.GetAtPath(_relativeAssetPath); ti.isReadable = true; AssetDatabase.ImportAsset(_relativeAssetPath); } #endregion #region string or path helper static bool IsTextureFile(string _path) { string path = _path.ToLower(); return path.EndsWith(".psd") || path.EndsWith(".tga") || path.EndsWith(".png") || path.EndsWith(".jpg") || path.EndsWith(".dds") || path.EndsWith(".bmp") || path.EndsWith(".tif") || path.EndsWith(".gif"); } static string GetRGBTexPath(string _texPath) { return GetTexPath(_texPath, "_RGB."); } static string GetAlphaTexPath(string _texPath) { return GetTexPath(_texPath, "_Alpha."); } static string GetTexPath(string _texPath, string _texRole) { string result = _texPath.Replace(".", _texRole); string postfix = GetFilePostfix(_texPath); return result.Replace(postfix, ".png"); } static string GetRelativeAssetPath(string _fullPath) { _fullPath = GetRightFormatPath(_fullPath); int idx = _fullPath.IndexOf("Assets"); string assetRelativePath = _fullPath.Substring(idx); return assetRelativePath; } static string GetRightFormatPath(string _path) { return _path.Replace("\\", "/"); } static string GetFilePostfix(string _filepath) //including '.' eg ".tga", ".dds" { string postfix = ""; int idx = _filepath.LastIndexOf('.'); if (idx > 0 && idx < _filepath.Length) postfix = _filepath.Substring(idx, _filepath.Length - idx); return postfix; } #endregion }
UGUI也是有辦法的,去官網下載Unity內置Shader,下當前最新版本
http://unity3d.com/cn/get-unity/download/archive
里面有Image用的默認Shader:Sprites-Default
再這個shader里面加點東西,就是alpha值從alpha_tex上獲取,rgb從rgb_tex上獲取。其實是一樣的。
注意點:
圖片最好2的冪次
Read/Write Enabled 不勾
Generate Mip Maps 不勾
512×512的紋理對於顯示效果已經夠用,那么就不要使用1024×1024的紋理
參考:
http://www.manew.com/thread-49730-1-1.html?_dsign=9e029b68 手機游戲開發中如何選擇適合的紋理格式
http://mp.weixin.qq.com/s?__biz=MzA4MDc5OTg5MA==&mid=209776006&idx=2&sn=d56d0bf4819493fa4fc452e36042890f&scene=5#rd Unity性能優化專題—騰訊牛人分享經驗
http://blog.uwa4d.com/archives/optimzation_memory_1.html 性能優化,進無止境-內存篇(上)
- 本文固定鏈接: http://www.shihuanjue.com/?p=326
- 轉載請注明: 喬 2016年05月05日 於 是幻覺 發表