Format used when creating textures from scripts.
using UnityEngine;
public class Example : MonoBehaviour { void Start() { // Create a new alpha-only texture and assign it // to the renderer's material Texture2D texture = new Texture2D(128, 128, TextureFormat.Alpha8, false); GetComponent<Renderer>().material.mainTexture = texture; } }
Note that not all graphics cards support all texture formats, use SystemInfo.SupportsTextureFormat to check. Also, only the Texture2D class supports texture creation from script with Crunch compression texture formats.
Additional resources: Texture2D, texture assets.
Property | Description |
---|---|
Alpha8 | Alpha-only texture format, 8 bit integer. |
ARGB4444 | A 16 bits/pixel texture format. Texture stores color with an alpha channel. |
RGB24 | Three channel (RGB) texture format, 8-bits unsigned integer per channel. |
RGBA32 | Four channel (RGBA) texture format, 8-bits unsigned integer per channel. |
ARGB32 | Color with alpha texture format, 8-bits per channel. |
RGB565 | A 16 bit color texture format. |
R16 | Single channel (R) texture format, 16-bits unsigned integer. |
DXT1 | Compressed color texture format. |
DXT5 | Compressed color with alpha channel texture format. |
RGBA4444 | Color and alpha texture format, 4 bit per channel. |
BGRA32 | Color with alpha texture format, 8-bits per channel. |
RHalf | Scalar (R) texture format, 16 bit floating point. |
RGHalf | Two color (RG) texture format, 16 bit floating point per channel. |
RGBAHalf | RGB color and alpha texture format, 16 bit floating point per channel. |
RFloat | Scalar (R) texture format, 32 bit floating point. |
RGFloat | Two color (RG) texture format, 32 bit floating point per channel. |
RGBAFloat | RGB color and alpha texture format, 32-bit floats per channel. |
YUY2 | A format that uses the YUV color space and is often used for video encoding or playback. |
RGB9e5Float | RGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent. |
BC4 | Compressed one channel (R) texture format. |
BC5 | Compressed two-channel (RG) texture format. |
BC6H | HDR compressed color texture format. |
BC7 | High quality compressed color texture format. |
DXT1Crunched | Compressed color texture format with Crunch compression for smaller storage sizes. |
DXT5Crunched | Compressed color with alpha channel texture format with Crunch compression for smaller storage sizes. |
ETC_RGB4 | ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. |
EAC_R | ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed unsigned single-channel texture format. |
EAC_R_SIGNED | ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed signed single-channel texture format. |
EAC_RG | ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed unsigned dual-channel (RG) texture format. |
EAC_RG_SIGNED | ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed signed dual-channel (RG) texture format. |
ETC2_RGB | ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. |
ETC2_RGBA1 | ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. |
ETC2_RGBA8 | ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. |
ASTC_4x4 | ASTC (4x4 pixel block in 128 bits) compressed RGB(A) texture format. |
ASTC_5x5 | ASTC (5x5 pixel block in 128 bits) compressed RGB(A) texture format. |
ASTC_6x6 | ASTC (6x6 pixel block in 128 bits) compressed RGB(A) texture format. |
ASTC_8x8 | ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. |
ASTC_10x10 | ASTC (10x10 pixel block in 128 bits) compressed RGB(A) texture format. |
ASTC_12x12 | ASTC (12x12 pixel block in 128 bits) compressed RGB(A) texture format. |
RG16 | Two channel (RG) texture format, 8-bits unsigned integer per channel. |
R8 | Single channel (R) texture format, 8-bits unsigned integer. |
ETC_RGB4Crunched | Compressed color texture format with Crunch compression for smaller storage sizes. |
ETC2_RGBA8Crunched | Compressed color with alpha channel texture format using Crunch compression for smaller storage sizes. |
ASTC_HDR_4x4 | ASTC (4x4 pixel block in 128 bits) compressed RGB(A) HDR texture format. |
ASTC_HDR_5x5 | ASTC (5x5 pixel block in 128 bits) compressed RGB(A) HDR texture format. |
ASTC_HDR_6x6 | ASTC (6x6 pixel block in 128 bits) compressed RGB(A) HDR texture format. |
ASTC_HDR_8x8 | ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format. |
ASTC_HDR_10x10 | ASTC (10x10 pixel block in 128 bits) compressed RGB(A) HDR texture format. |
ASTC_HDR_12x12 | ASTC (12x12 pixel block in 128 bits) compressed RGB(A) HDR texture format. |
RG32 | Two channel (RG) texture format, 16-bits unsigned integer per channel. |
RGB48 | Three channel (RGB) texture format, 16-bits unsigned integer per channel. |
RGBA64 | Four channel (RGBA) texture format, 16-bits unsigned integer per channel. |
R8_SIGNED | Single channel (R) texture format, 8-bits signed integer. |
RG16_SIGNED | Two channel (RG) texture format, 8-bits signed integer per channel. |
RGB24_SIGNED | Three channel (RGB) texture format, 8-bits signed integer per channel. |
RGBA32_SIGNED | Four channel (RGBA) texture format, 8-bits signed integer per channel. |
R16_SIGNED | Single channel (R) texture format, 16-bits signed integer. |
RG32_SIGNED | Two channel (RG) texture format, 16-bits signed integer per channel. |
RGB48_SIGNED | Three color (RGB) texture format, 16-bits signed integer per channel. |
RGBA64_SIGNED | Four channel (RGBA) texture format, 16-bits signed integer per channel. |
出冷汗是什么原因hcv8jop4ns6r.cn | 住院预交金是什么意思hcv8jop6ns8r.cn | 淘宝交易关闭是什么意思hcv7jop6ns6r.cn | 李思思为什么离开央视hcv9jop1ns3r.cn | 蜂蜜吃有什么好处hcv7jop6ns7r.cn |
酸奶有什么营养价值hcv8jop4ns4r.cn | 直女是什么意思hcv7jop6ns0r.cn | 漂亮的什么hcv8jop2ns5r.cn | 枕头太低有什么影响hcv9jop5ns8r.cn | 什么是抗体hcv8jop4ns8r.cn |
什么星座最花心hcv7jop9ns3r.cn | 圣字五行属什么tiangongnft.com | 乳房头疼是什么原因hcv9jop6ns4r.cn | bq是什么意思啊qingzhougame.com | 高血压注意什么hcv7jop9ns2r.cn |
一什么缸hcv9jop4ns2r.cn | 吃什么降钾最快hcv7jop9ns9r.cn | 梦见拔牙是什么预兆hcv9jop2ns6r.cn | 菠萝为什么要用盐水泡hcv8jop2ns3r.cn | 绿萝叶子发黄是什么原因hcv7jop6ns6r.cn |