# Image The **Image** control displays a non-interactive image to the user. You can use this for purposes such as decorations or icons, and you can change the image from a script to reflect changes in other controls. The control is similar to the [Raw Image](script-RawImage.md) control, but offers more options for animating the image and accurately filling the control rectangle. However, the Image control requires its Texture to be a [Sprite](https://docs.unity3d.com/Manual/class-TextureImporter.html), while the Raw Image can accept any Texture. ![An Image control](images/ImageCtrlExample.png) ## Properties ![](images/UI_ImageInspector.png) |**Property:** |**Function:** | |:---|:---| |**Source Image** | The Texture that represents the image to display (which must be imported as a [Sprite](https://docs.unity3d.com/Manual/class-TextureImporter.html)). | |**Color** | The color to apply to the image. | |**Material** | The [Material](https://docs.unity3d.com/Manual/class-Material.html) to use for rendering the image. | |**Raycast Target** | Enable **Raycast Target** if you want Unity to consider the image a target for raycasting. | |**Preserve Aspect** | Ensure the image retains its existing dimension. | |**Set Native Size** | Set the dimensions of the image box to the original pixel size of the Texture. | You must import the image to display as a [Sprite](https://docs.unity3d.com/Manual/class-TextureImporter.html) to work with the Image control.