- Home /
How do I use pre generated mipmaps ?
I'm a programmer and the artist working with me is asking if i can use the mipmaps he generated by a photoshop plugin instead the Unity builtin mipmap generator. Is there anyway to use them ? Should i import as an asset and use on some kind of shader ?
Thanks in advance,
Raphael
Answer by jonas-echterhoff · Mar 02, 2010 at 03:23 PM
Unless you want to write a custom asset importer or post-processor in C#, the only way to bypass Unity's built in mipmap generation is to import textures as DDS files. When you import a DDS file, Unity will directly use the data from that file without any post-processing. That includes mip maps and texture compression. At least for windows, there should be some plugin to export DDS from Photoshop.
Gimp 2.6.8p on $$anonymous$$ac OSX also now includes a DDS loader/saver plugin.
Your answer
Follow this Question
Related Questions
How to use a shader to write to a mipmap (partial mipmap update) 2 Answers
Assigning a texture to a black & white "alpha mask" 2 Answers
Why is my UV'd texture displaying wrapped with the wrong scale? 0 Answers
LineRenderer unchanging texture rotation 0 Answers
Black Texture on Initial Load 1 Answer