Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
HDR compressed color texture format.
BC6H format compresses RGB HDR textures to 8 bits per pixel, and is supported on DX11-class PC hardware, as well as PS4 and XboxOne.
It is a good format for compressing floating point texture data (skyboxes, reflection probes, lightmaps, emissive textures), e.g. textures that uncompressed would be in RGBAHalf or RGBAFloat formats. Note that BC6H does not retain the alpha channel; it only stores RGB color channels.
When loading BC6H textures on a platform that does not support it, the texture will be decompressed into RGBAHalf format (64 bits per pixel) at load time. Note that BC7 is not available on Mac when using OpenGL.
See Also: Texture2D.format, texture assets.