Some extra information I know |
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== Overview == | == 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. | 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. | ||
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Asset variants are managed automatically by Resonite, and users should generally not need to worry about what variant is being used. | Asset variants are managed automatically by Resonite, and users should generally not need to worry about what variant is being used. | ||
== Assets | == 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. | 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. | ||
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| <code>platform</code> || || <code>WindowsDX11, LinuxOpenGL, AndroidOpenGL</code> | | <code>platform</code> || || <code>WindowsDX11, LinuxOpenGL, AndroidOpenGL</code> | ||
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[[Category:Infrastructure]] | |||
Latest revision as of 06:28, 12 August 2025
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
|