Version: 2023.2
언어: 한국어

TextureFormat

enumeration

매뉴얼로 전환

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. Also, only the Texture2D class supports texture creation from script with Crunch compression texture formats.

Additional resources: Texture2D, texture assets.

변수

Alpha8Alpha-only texture format, 8 bit integer.
ARGB4444A 16 bits/pixel texture format. Texture stores color with an alpha channel.
RGB24Three channel (RGB) texture format, 8-bits unsigned integer per channel.
RGBA32Four channel (RGBA) texture format, 8-bits unsigned integer per channel.
ARGB32Color with alpha texture format, 8-bits per channel.
RGB565A 16 bit color texture format.
R16Single channel (R) texture format, 16-bits unsigned 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_4x4ASTC (4x4 pixel block in 128 bits) compressed RGB(A) texture format.
ASTC_5x5ASTC (5x5 pixel block in 128 bits) compressed RGB(A) texture format.
ASTC_6x6ASTC (6x6 pixel block in 128 bits) compressed RGB(A) texture format.
ASTC_8x8ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format.
ASTC_10x10ASTC (10x10 pixel block in 128 bits) compressed RGB(A) texture format.
ASTC_12x12ASTC (12x12 pixel block in 128 bits) compressed RGB(A) texture format.
RG16Two channel (RG) texture format, 8-bits unsigned integer per channel.
R8Single channel (R) texture format, 8-bits unsigned 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.
ASTC_HDR_4x4ASTC (4x4 pixel block in 128 bits) compressed RGB(A) HDR texture format.
ASTC_HDR_5x5ASTC (5x5 pixel block in 128 bits) compressed RGB(A) HDR texture format.
ASTC_HDR_6x6ASTC (6x6 pixel block in 128 bits) compressed RGB(A) HDR texture format.
ASTC_HDR_8x8ASTC (8x8 pixel block in 128 bits) compressed RGB(A) texture format.
ASTC_HDR_10x10ASTC (10x10 pixel block in 128 bits) compressed RGB(A) HDR texture format.
ASTC_HDR_12x12ASTC (12x12 pixel block in 128 bits) compressed RGB(A) HDR texture format.
RG32Two channel (RG) texture format, 16-bits unsigned integer per channel.
RGB48Three channel (RGB) texture format, 16-bits unsigned integer per channel.
RGBA64Four channel (RGBA) texture format, 16-bits unsigned integer per channel.
R8_SIGNEDSingle channel (R) texture format, 8-bits signed integer.
RG16_SIGNEDTwo channel (RG) texture format, 8-bits signed integer per channel.
RGB24_SIGNEDThree channel (RGB) texture format, 8-bits signed integer per channel.
RGBA32_SIGNEDFour channel (RGBA) texture format, 8-bits signed integer per channel.
R16_SIGNEDSingle channel (R) texture format, 16-bits signed integer.
RG32_SIGNEDTwo channel (RG) texture format, 16-bits signed integer per channel.
RGB48_SIGNEDThree color (RGB) texture format, 16-bits signed integer per channel.
RGBA64_SIGNEDFour channel (RGBA) texture format, 16-bits signed integer per channel.