AgentSkillsCN

Textures

导入纹理、配置纹理设置,或在Unreal Engine中优化纹理性能。

SKILL.md
--- frontmatter
description: Importing textures, configuring texture settings, or optimizing textures in Unreal Engine

UE5 Textures

Best practices for texture assets in Unreal Engine 5.

Naming Convention

code
T_BaseAssetName_MapType
SuffixMap Type
_DDiffuse/Base Color
_NNormal Map
_RRoughness
_MMetallic
_EEmissive
_AAlpha/Opacity
_OAmbient Occlusion
_ORMPacked AO/Roughness/Metallic
_HHeight/Displacement

Examples: T_Rock_D, T_Rock_N, T_Rock_ORM

Resolution Requirements

RuleDetails
Power of 2256, 512, 1024, 2048, 4096, 8192
Maximum8192x8192
UI ExceptionUI textures can be non-power-of-2

Compression Settings

FormatUse Case
BC1/DXT1RGB, no alpha (smallest)
BC3/DXT5RGBA with alpha
BC5Normal maps (2-channel)
BC7High quality RGBA
ASTCMobile platforms
ETC2Mobile fallback

sRGB Settings

Texture TypesRGB
Base Color/DiffuseON
Normal MapOFF
RoughnessOFF
MetallicOFF
AOOFF
EmissiveON
MasksOFF

Rule: sRGB OFF for any non-color data

Texture Packing

Combine grayscale maps into single texture channels:

code
ORM Texture (3 maps in 1):
  R = Ambient Occlusion
  G = Roughness
  B = Metallic
  A = (unused or mask)

Benefits:

  • Fewer texture samples
  • Reduced memory
  • Better performance

Texture Groups

Assign appropriate texture groups for LOD behavior:

GroupUse Case
WorldEnvironment textures
CharacterCharacter textures
WeaponWeapon textures
UIInterface textures
EffectsVFX textures

Best Practices

PracticeReason
Enable mipmapsPrevents aliasing at distance
Consistent texel densityVisual consistency
Pack grayscale mapsPerformance
Use BC5 for normalsQuality preservation
Appropriate max sizeMemory optimization

Import Settings Checklist

  • Correct compression format selected
  • sRGB set correctly for texture type
  • Mipmap generation enabled
  • Power of 2 dimensions (or UI exception)
  • Appropriate texture group assigned
  • Normal map detected and configured

Mobile Considerations

PlatformFormat
iOSASTC
AndroidASTC or ETC2
FallbackETC2

Set platform-specific overrides in texture settings for mobile builds.

Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/texture-format-support-and-settings-in-unreal-engine