TextureFormat

enumeration

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설명

Format used when creating textures from 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; } }

Note that not all graphics cards support all texture formats, use SystemInfo.SupportsTextureFormat to check.

See Also: Texture2D, texture assets.

변수

Alpha8Alpha-only texture format.
ARGB4444A 16 bits/pixel texture format. Texture stores color with an alpha channel.
RGB24Color texture format, 8-bits per channel.
RGBA32Color with alpha texture format, 8-bits per channel.
ARGB32Color with alpha texture format, 8-bits per channel.
RGB565A 16 bit color texture format.
R16Single channel (R) texture format, 16 bit integer.
DXT1Compressed color texture format.
DXT5Compressed color with alpha channel texture format.
RGBA4444Color and alpha texture format, 4 bit per channel.
BGRA32Color with alpha texture format, 8-bits per channel.
RHalfScalar (R) texture format, 16 bit floating point.
RGHalfTwo color (RG) texture format, 16 bit floating point per channel.
RGBAHalfRGB color and alpha texture format, 16 bit floating point per channel.
RFloatScalar (R) texture format, 32 bit floating point.
RGFloatTwo color (RG) texture format, 32 bit floating point per channel.
RGBAFloatRGB color and alpha texture format, 32-bit floats per channel.
YUY2A format that uses the YUV color space and is often used for video encoding or playback.
RGB9e5FloatRGB HDR format, with 9 bit mantissa per channel and a 5 bit shared exponent.
BC4Compressed one channel (R) texture format.
BC5Compressed two-channel (RG) texture format.
BC6HHDR compressed color texture format.
BC7High quality compressed color texture format.
DXT1CrunchedCompressed color texture format with Crunch compression for smaller storage sizes.
DXT5CrunchedCompressed color with alpha channel texture format with Crunch compression for smaller storage sizes.
PVRTC_RGB2PowerVR (iOS) 2 bits/pixel compressed color texture format.
PVRTC_RGBA2PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format.
PVRTC_RGB4PowerVR (iOS) 4 bits/pixel compressed color texture format.
PVRTC_RGBA4PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format.
ETC_RGB4ETC (GLES2.0) 4 bits/pixel compressed RGB texture format.
EAC_RETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed unsigned single-channel texture format.
EAC_R_SIGNEDETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed signed single-channel texture format.
EAC_RGETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed unsigned dual-channel (RG) texture format.
EAC_RG_SIGNEDETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed signed dual-channel (RG) texture format.
ETC2_RGBETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format.
ETC2_RGBA1ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format.
ETC2_RGBA8ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format.
ASTC_RGB_4x4ASTC (4x4 pixel block in 128 bits) compressed RGB texture format.
ASTC_RGB_5x5ASTC (5x5 pixel block in 128 bits) compressed RGB texture format.
ASTC_RGB_6x6ASTC (6x6 pixel block in 128 bits) compressed RGB texture format.
ASTC_RGB_8x8ASTC (8x8 pixel block in 128 bits) compressed RGB texture format.
ASTC_RGB_10x10ASTC (10x10 pixel block in 128 bits) compressed RGB texture format.
ASTC_RGB_12x12ASTC (12x12 pixel block in 128 bits) compressed RGB texture format.
ASTC_RGBA_4x4ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format.
ASTC_RGBA_5x5ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format.
ASTC_RGBA_6x6ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format.
ASTC_RGBA_8x8ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format.
ASTC_RGBA_10x10ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format.
ASTC_RGBA_12x12ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format.
RG16Two color (RG) texture format, 8-bits per channel.
R8Single channel (R) texture format, 8 bit integer.
ETC_RGB4CrunchedCompressed color texture format with Crunch compression for smaller storage sizes.
ETC2_RGBA8CrunchedCompressed color with alpha channel texture format using Crunch compression for smaller storage sizes.