46 lines
1.7 KiB
Markdown
46 lines
1.7 KiB
Markdown
---
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title: "Asset Pipeline"
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type: concept
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tags: [game-dev, asset-pipeline, standards, production]
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sources: [technical-artist]
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last_updated: 2026-04-26
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---
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# Asset Pipeline
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## Definition
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Asset Pipeline(资产管线)是定义和管理游戏资产从 DCC 创作到引擎交付全流程的标准体系。涵盖多边形数预算、纹理分辨率规范、LOD 链要求、命名约定和导入预设自动化。
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## Core Standards
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### Texture Compression(纹理压缩标准)
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| 类型 | PC | Mobile | Console |
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|------|----|--------|---------|
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| Albedo | BC7 | ASTC 6×6 | BC7 |
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| Normal Map | BC5 | ASTC 6×6 | BC5 |
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| Roughness/AO | BC4 | ASTC 8×8 | BC4 |
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| UI Sprites | BC7 | ASTC 4×4 | BC7 |
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### Texture Import Rules
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- 始终以源分辨率导入纹理,由平台特定覆盖系统进行缩放——禁止以降低分辨率导入
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- UI 和小型环境细节使用纹理图集——独立小纹理是 Draw Call 预算杀手
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- Mipmap 规则按纹理类型指定:
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- UI:关闭
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- 世界纹理:开启
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- 法线贴图:开启(正确设置)
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### Asset Handoff Protocol
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- 艺术家在建模前收到每种资产类型的技术规格说明书
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- 每项资产在目标光照环境下引擎内审查后才批准——不接受 DCC 预览中的审批
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- 破损 UV、不正确轴心点、非流形几何体在导入时拦截,不在交付时修复
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## Related Concepts
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- [[LOD-Pipeline]]:LOD 是资产管线标准的关键组成部分
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- [[Performance-Budget]]:资产管线标准服务于性能预算
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- [[TextureCompression]]:纹理压缩是资产管线的重要子规范
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## Connections
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- [[TechnicalArtist]] ← defines ← Asset Pipeline
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- [[LOD-Pipeline]] ← part of ← Asset Pipeline
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- [[Performance-Budget]] ← enabled by ← Asset Pipeline
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