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---
title: "Asset Pipeline"
type: concept
tags: [game-dev, asset-pipeline, standards, production]
sources: [technical-artist]
last_updated: 2026-04-26
---
# Asset Pipeline
## Definition
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。
## Core Standards
### Texture Compression纹理压缩标准
| 类型 | PC | Mobile | Console |
|------|----|--------|---------|
| Albedo | BC7 | ASTC 6×6 | BC7 |
| Normal Map | BC5 | ASTC 6×6 | BC5 |
| Roughness/AO | BC4 | ASTC 8×8 | BC4 |
| UI Sprites | BC7 | ASTC 4×4 | BC7 |
### Texture Import Rules
- 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
- 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
- Mipmap 规则按纹理类型指定:
- UI关闭
- 世界纹理:开启
- 法线贴图:开启(正确设置)
### Asset Handoff Protocol
- 艺术家在建模前收到每种资产类型的技术规格说明书
- 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
- 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
## Related Concepts
- [[LOD-Pipeline]]LOD 是资产管线标准的关键组成部分
- [[Performance-Budget]]:资产管线标准服务于性能预算
- [[TextureCompression]]:纹理压缩是资产管线的重要子规范
## Connections
- [[TechnicalArtist]] ← defines ← Asset Pipeline
- [[LOD-Pipeline]] ← part of ← Asset Pipeline
- [[Performance-Budget]] ← enabled by ← Asset Pipeline