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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 as the data layout in memory more closely matches what the graphics APIs expect.
See Also: Texture2D, texture assets.