The table below shows each format available in Unity, and their quality details.
Texture formatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info See in Glossary |
Description | Channels | Quality | Bits per pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary |
Size of 1024x1024 texture, in MB |
---|---|---|---|---|---|
Alpha 8 | Uncompressed single channel (A) | A | High | 8 | 1 |
R 8 | Uncompressed single channel (R) | R | High | 8 | 1 |
R 16 bit | Uncompressed single channel (R), very high precision | R | Very high | 16 | 2 |
R Float | HDRhigh dynamic range See in Glossary, uncompressed single channel (R), very high precision |
R | Very high | 32 | 4 |
R Compressed BC4 | Compressed single channel (R) | R | High | 4 | 0.5 |
R Compressed EAC 4 bit | Compressed single channel (R) | R | High | 4 | 0.5 |
RG 32 bit | Uncompressed two channel (RG), very high precision | RG | Very high | 32 | 4 |
RG Float | HDR, uncompressed two channel (RG), very high precision | RG | Very high | 64 | 8 |
RG Compressed BC5 | Compressed two channel (RG) | RG | High | 8 | 1 |
RG Compressed EAC 8 bit | Compressed two channel (RG) | RG | High | 8 | 1 |
RGB + 1-bit Alpha Compressed ETC2 4 bits | Compressed RGBA, with alpha values fully opaque or fully transparent | RGBA | Medium | 4 | 0.5 |
RGB 16 bit | Also known as RGB 565. Quantized RGB | RGB | Medium | 16 | 2 |
RGB 24 bit | Uncompressed RGB. Converted to RGBA 32 bit for the GPU | RGB | High | 24 disk, 32 GPU | 3 disk, 4 GPU |
RGB 48 bit | Uncompressed RGB, very high precision. Converted to RGBA 64 bit for the GPU | RGB | Very high | 48 disk, 64 GPU | 6 disk, 8 GPU |
RGB Compressed BC6H | HDR, compressed RGB, 0 to +64k range | RGB | High | 8 | 1 |
RGB Compressed DXT1 | Also known as BC1. Compressed RGB | RGB | Medium | 4 | 0.5 |
RGB Compressed ETC | Compressed RGB | RGB | Low | 4 | 0.5 |
RGB Compressed ETC2 | Compressed RGB | RGB | Medium | 4 | 0.5 |
RGB Compressed PVRTC 2 bits | Compressed RGB, texture required to be square | RGB | Low | 2 | 0.25 |
RGB Compressed PVRTC 4 bits | Compressed RGB, texture required to be square | RGB | Medium | 4 | 0.5 |
RGB Crunched DXT1 | Also known as BC1. Compressed RGB, with additional on-disk Crunch compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression. See in Glossary |
RGB | Low to medium | Variable | Variable |
RGB Crunched ETC | Compressed RGB, with additional on-disk Crunch compression | RGB | Low | Variable | Variable |
RGB(A) Compressed ASTC HDR | HDR, compressed RGB or RGBA, size & quality dependent on block size | RGB or RGBA | Low to High | 12x12: 0.89, 10x10: 1.28, 8x8: 2, 6x6: 3.56, 5x5: 5.12, 4x4: 8 | 12x12: 0.11, 10x10: 0.16, 8x8: 0.25, 6x6: 0.45, 5x5: 0.64, 4x4: 1.0 |
RGB(A) Compressed ASTC | Compressed RGB or RGBA, size & quality dependent on block size | RGB or RGBA | Low to high | 12x12: 0.89, 10x10: 1.28, 8x8: 2, 6x6: 3.56, 5x5: 5.12, 4x4: 8 | 12x12: 0.11, 10x10: 0.16, 8x8: 0.25, 6x6: 0.45, 5x5: 0.64, 4x4: 1.0 |
RGB(A) Compressed BC7 | Compressed RGB or RGBA | RGB or RGBA | High | 8 | 1 |
RGB9e5 32 Bit Shared Exponent Float | HDR, quantized RGB, 0 to +64k range | RGB | Medium | 32 | 4 |
RGBA 16 bit (4444) | Quantized RGBA | RGBA | Medium | 16 | 2 |
RGBA 32 bit | Uncompressed RGBA | RGBA | High | 32 | 4 |
RGBA 64 bit | Uncompressed RGBA, very high precision | RGBA | Very high | 64 | 8 |
RGBA Float | HDR, uncompressed RGBA, very high precision | RGBA | Very high | 128 | 16 |
RGBA Compressed ETC2 | Compressed RGBA | RGBA | Medium | 8 | 1 |
RGBA Compressed PVRTC 2 bits | Compressed RGBA, texture required to be square | RGBA | Low | 2 | 0.25 |
RGBA Compressed PVRTC 4 bits | Compressed RGBA, texture required to be square | RGBA | Medium | 4 | 0.5 |
RGBA Crunched DXT5 | Also known as BC3. Compressed RGBA. With additional on-disk Crunch compression | RGBA | Low to medium | Variable | Variable |
RGBA Crunched ETC2 | Compressed RGBA, with additional on-disk Crunch compression | RGBA | Low to medium | Variable | Variable |
RGBA Half | HDR, half-precision (FP16) RGBA, –64k to +64k range | RGBA | High | 64 | 8 |
The table below shows each texture format available in Unity, and the platforms that support them.
Texture format | Windows | macOS | Linux | Android | iOS & tvOS | Web (Desktop Browsers) | Web (iOS and Android browser) |
---|---|---|---|---|---|---|---|
Alpha 8 | yes | yes | yes | yes | yes | yes | yes |
R 8 | yes | yes | yes | yes | yes | yes | yes |
R 16 bit | yes | yes | yes | partial (4) | partial (4) | yes (10) | yes (10) |
R Float | yes | yes | yes | yes | yes | yes | yes |
R Compressed BC4 | yes | yes | yes | no | no | yes | no |
R Compressed EAC 4 bit | no | no | no | partial (9) | yes | no | yes |
RG 32 bit | yes | yes | yes | partial (4) | yes | no | no |
RG Float | yes | yes | yes | yes | yes | yes | yes |
RG Compressed BC5 | yes | yes | yes | no | no | yes | no |
RG Compressed EAC 8 bit | no | no | no | partial (9) | yes | no | yes |
RGB + 1-bit Alpha Compressed ETC2 4 bits | no | no | no | partial (9) | yes | no | yes |
RGB 16 bit, also known as RGB 565 | yes | yes | yes | yes | yes | yes | yes |
RGB 24 bit | yes | yes | yes | yes | yes | yes | yes |
RGB 48 bit | yes | yes | yes | partial (4) | yes | no | no |
RGB Compressed BC6H | yes (1) | yes (1) | yes | no | no | yes (1) | no |
RGB Compressed DXT1, also known as BC1 | yes | yes | yes | no (3) | no | partial (2) | no |
RGB Compressed ETC | no | no | no | yes | yes | no | yes |
RGB Compressed ETC2 | no | no | no | partial (9) | yes | no | yes |
RGB Compressed PVRTC 2 bits | no | no | no | no (8) | yes | no | no |
RGB Compressed PVRTC 4 bits | no | no | no | no (8) | yes | no | no |
RGB Crunched DXT1, also known as BC1 | yes | yes | yes | no (3) | no | partial (2) | no |
RGB Crunched ETC | no | no | no | yes | yes | no | yes |
RGB(A) Compressed ASTC HDR | no | no | no | partial (7) | partial (7) | no | partial (7) |
RGB(A) Compressed ASTC | no | no | no | partial (5) | yes (6) | no | yes (6 and 9) |
RGB(A) Compressed BC7 | yes (1) | yes (1) | yes | no | no | yes (1) | no |
RGB9e5 32 Bit Shared Exponent Float | yes | yes | yes | yes | yes | yes | yes) |
RGBA 16 bit (4444) | yes | yes | yes | yes | yes | yes | yes |
RGBA 32 bit | yes | yes | yes | yes | yes | yes | yes |
RGBA 64 bit | yes | yes | yes | partial (4) | yes | no | no |
RGBA Float | yes | yes | yes | yes | yes | yes | yes |
RGBA Compressed DXT5, also known as BC3 | yes | yes | yes | no (3) | no | partial (2) | no |
RGBA Compressed ETC2 | no | no | no | partial (9) | yes | no | yes |
RGBA Compressed PVRTC 2 bits | no | no | no | no (8) | yes | no | no |
RGBA Compressed PVRTC 4 bits | no | no | no | no (8) | yes | no | no |
RGBA Crunched DXT5, also known as BC3 | yes | yes | yes | no (3) | no | partial (2) | no |
RGBA Crunched ETC2 | no | no | no | partial (9) | yes | no | yes |
RGBA Half | yes | yes | yes | yes | yes | yes | yes |
Notes:
The following table provides the supported texture formats for the Web platform.
Format | Description |
---|---|
ASTC | Adaptive Scalable Texture Compression3D Graphics hardware requires Textures to be compressed in specialized formats which are optimized for fast Texture sampling. More info See in Glossary (ASTC) is an advanced lossy texture compression format. Widely used for mobile browsers / devices. |
DXT | Also known as S3 Texture Compression (S3TC), DXT is mainly used for desktop browsers and devices. |
ETC2 | Ericsson Texture Compression (ETC) is an older lossy texture compression format, lower quality than ASTC, used for mobile browsers / devices. |
TextureImporterOverride
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.