Overview
The Cloud can automatically generate different variants of uploaded assets, such as textures or meshes. These variants allow for extra functionality and improved performance, as clients can download more optimized variants depending on platform or use.
Generated variants are free storage wise, the cloud takes the original asset a user has uploaded and makes variants from that. The variants can be specified in the asset itself, for example marking a 4k texture to be the MaxSize of 2k will make a generate 2k variant of that 4k texture that will be delivered to clients.
Asset variants are managed automatically by Resonite, and users should generally not need to worry about what variant is being used.
Assets With Variants
The following is a list of what assets can have variants and what their parameters are. Note that variants are heavily an implementation detail, so the information here should not be relied on.
Texture2D
Name | Description | Possible values |
---|---|---|
version |
integer | |
filtering |
mip map filtering | Bilinear, Box, Lanczos3
|
compression |
texture compression | RawRGBA, RawRGBAHalf, BC1_Crunched, BC3_Crunched, BC3nm_Crunched, BC1_Crunched_Non_Perceptual, BC3_Crunched_Non_Perceptual, BC1_LZMA, BC3_LZMA, BC3nm_LZMA, BC4_LZMA, BC6H_LZMA, BC7_LZMA, ETC2_RGB_Crunched, ETC2_RGBA8_Crunched, ETC2_RGB_LZMA, ETC2_RGBA8_LZMA, ASTC_4x4_LZMA, ASTC_5x5_LZMA, ASTC_6x6_LZMA, ASTC_8x8_LZMA, ASTC_10x10_LZMA, ASTC_12x12_LZMA
|
filtering |
mip map filtering | Bilinear, Box, Lanczos3
|
quality |
compression quality | integer |
width |
integer | |
height |
integer | |
mips |
boolean | |
colorPreprocess |
None, sRGB, HDRsRGB, LogLUV, RGBM
| |
alphaPreprocess |
None, sRGB, LogLUV, RGBM
|
Texture3D
Name | Description | Possible values |
---|---|---|
version |
integer | |
compression |
texture compression | RawRGBA, RawRGBAHalf, BC1_Crunched, BC3_Crunched, BC3nm_Crunched, BC1_Crunched_Non_Perceptual, BC3_Crunched_Non_Perceptual, BC1_LZMA, BC3_LZMA, BC3nm_LZMA, BC4_LZMA, BC6H_LZMA, BC7_LZMA, ETC2_RGB_Crunched, ETC2_RGBA8_Crunched, ETC2_RGB_LZMA, ETC2_RGBA8_LZMA, ASTC_4x4_LZMA, ASTC_5x5_LZMA, ASTC_6x6_LZMA, ASTC_8x8_LZMA, ASTC_10x10_LZMA, ASTC_12x12_LZMA
|
filtering |
mip map filtering | Bilinear, Box, Lanczos3
|
quality |
compression quality | integer |
width |
integer | |
height |
integer | |
depth |
integer | |
mips |
boolean | |
colorPreprocess |
None, sRGB, HDRsRGB, LogLUV, RGBM
| |
alphaPreprocess |
None, sRGB, LogLUV, RGBM
|
Cubemap
Name | Description | Possible values |
---|---|---|
version |
integer | |
compression |
texture compression | RawRGBA, RawRGBAHalf, BC1_Crunched, BC3_Crunched, BC3nm_Crunched, BC1_Crunched_Non_Perceptual, BC3_Crunched_Non_Perceptual, BC1_LZMA, BC3_LZMA, BC3nm_LZMA, BC4_LZMA, BC6H_LZMA, BC7_LZMA, ETC2_RGB_Crunched, ETC2_RGBA8_Crunched, ETC2_RGB_LZMA, ETC2_RGBA8_LZMA, ASTC_4x4_LZMA, ASTC_5x5_LZMA, ASTC_6x6_LZMA, ASTC_8x8_LZMA, ASTC_10x10_LZMA, ASTC_12x12_LZMA
|
filtering |
mip map filtering | Bilinear, Box, Lanczos3
|
quality |
compression quality | integer |
size |
integer | |
mips |
boolean | |
colorPreprocess |
None, sRGB, HDRsRGB, LogLUV, RGBM
| |
alphaPreprocess |
None, sRGB, LogLUV, RGBM
|
Mesh
Name | Description | Possible values |
---|---|---|
version |
integer | |
compression |
mesh compression | None, LZ4, LZMA
|
datatype |
Mesh, MeshCollider, DualSidedMeshCollider, ConvexHullCollider
|
Shader
Name | Description | Possible values |
---|---|---|
variant |
bit field based on specific material properties | unsigned integer |
platform |
WindowsDX11, LinuxOpenGL, AndroidOpenGL
|