Formato utilizado cuando se crea texturas desde 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; } }
Tenga en cuenta que no todas las tarjetas gráficas soporta todos los formatos de textura, utilice SystemInfo.SupportsTextureFormat para revisar.
See Also: Texture2D, texture assets.
Alpha8 | Alpha-only texture format, 8 bit integer. |
ARGB4444 | Formato de textura de 16 bits/pixel. La textura almacena el color con un canal alpha. |
RGB24 | Color texture format, 8-bits per channel. |
RGBA32 | Color con formato de textura alpha, 8 bits por canal. |
ARGB32 | Color con formato de textura alpha, 8 bits por canal. |
RGB565 | Formato de textura de color de 16 bits. |
R16 | Single channel (R) texture format, 16 bit integer. |
DXT1 | Formato de textura de color comprimido. |
DXT5 | Color comprimido con formato de textura de canal alpha. |
RGBA4444 | Color y formato de textura alpha, 4 bits por canal. |
BGRA32 | Color con formato de textura alpha, 8 bits por canal. |
RHalf | Formato de textura escalara (R), 16 bit punto flotante. |
RGHalf | Formato de textura de dos color (RG), 16 bit punto flotante por canal. |
RGBAHalf | Formato de textura de color RGB y alpha, 16 bit punto flotante por canal. |
RFloat | Formato de textura escalara (R), 32 bit punto flotante. |
RGFloat | Formato de textura de dos colores (RG), 32 bit punto flotante por canal. |
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. |
PVRTC_RGB2 | Formato de textura de color comprimido PowerVR (iOS) de 2 bits/píxel. |
PVRTC_RGBA2 | PowerVR (iOS) 2 bits/pixel comprimido con formato de textura de canal alpha. |
PVRTC_RGB4 | Formato de textura de color comprimido PowerVR (iOS) de 4 bits/píxel. |
PVRTC_RGBA4 | PowerVR (iOS) 4 bits/pixel comprimido con formato de textura de canal alpha. |
ETC_RGB4 | ETC (GLES2.0) Formato de textura RGB comprimido de 4 bits/píxel. |
EAC_R | ETC2 / EAC (GL ES 3.0) Formato de textura de un solo canal sin signo comprimido de 4 bits/píxel. |
EAC_R_SIGNED | ETC2 / EAC (GL ES 3.0) Formato de textura de un solo canal con signo comprimido de 4 bits/píxel. |
EAC_RG | ETC2 / EAC (GL ES 3.0) Formato de textura de dos canales (RG) sin signo comprimido de 8 bits/píxel. |
EAC_RG_SIGNED | ETC2 / EAC (GL ES 3.0) Formato de textura de dos canales (RG) con signo comprimido de 8 bits/píxel. |
ETC2_RGB | ETC2 (GL ES 3.0) Formato de textura RGB comprimido de 4 bits/píxel. |
ETC2_RGBA1 | ETC2 (GL ES 3.0) 4 bits/pixel RGB+formato de textura alpha de 1 bit. |
ETC2_RGBA8 | ETC2 (GL ES 3.0) Formato de textura RGBA comprimido de 8 bits/píxel. |
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 color (RG) texture format, 8-bits per channel. |
R8 | Single channel (R) texture format, 8 bit 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. |