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  "contentMarkdown": "# unity纹理旋转造成的锯齿\n\n> [!note] 我的 UWA 问答\n> 本文收录我在 UWA 问答发表的公开回答。问题内容归原提问者；回答保留当时语境，技术结论可能受 Unity 版本、平台和项目条件限制。\n\n## 问题\n\n![snipaste_20200622_003039.png](assets/5eef8b9ce3f5e025289af670/01.png)\n\nhttps://answer.uwa4d.com/question/5eb12ac24d93790618e0ec86 该帖子中有讲到，将纹理外边缘添加一圈alpha可解决旋转过后的锯齿问题，我想不明白，为什么纹理边缘有alpha，锯齿就不明显了？\n\n- 提问者：会丢锅的Coder\n- 提问时间：2020-06-22 08:32:28\n\n## 我的回答\n\n边缘是产生锯齿的源头，边缘留几个透明的像素单位，这样被锯齿的部分就是透明的(是我自己一开始的理解，可能不准确。准确的原理看楼下的大佬怎么说)。\n\n另外有个题主的表述上存在不合适之处。\n\nAlpha通道是一个特别的通道，“非彩色”通道，是指一张图片的透明和半透明度。每个像素有一个 Alpha 通道值，取值为0到1，用来储存这个像素是否对图片有「贡献」，其外在表现是「透明度」。\n\n所以，“纹理边缘有alpha”的说法不准确，只能说“纹理带有Alpha通道”，“纹理边缘有一圈透明的像素单位”。\n\n- 回答时间：2020-06-23 05:36:09\n- 最后更新：2020-06-24 00:00:08\n- 采纳状态：未采纳\n\n## 来源与关系\n\n- 上位集合：[[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/我的UWA问答|我的 UWA 问答]]\n- UWA 标签：资源管理、UI、UGUI\n- 原始问题：[unity纹理旋转造成的锯齿](https://answer.uwa4d.com/question/5eef8b9ce3f5e025289af670)\n- 源页最后更新：2020-06-23 23:28:43\n"
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