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Color with alpha texture format, 8-bits per channel.
Each of RGBA color channels is stored as an 8-bit value in [0..1] range. In memory, the channel data is ordered this way: A, R, G, B bytes one after another.
Note that RGBA32 format might be slightly more efficient on most platforms, as the data layout in memory more closely matches what the graphics APIs expect.
See Also: Texture2D, texture assets.
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