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.
Alpha8 | Alpha-only texture format. |
ARGB4444 | A 16 bits/pixel texture format. Texture stores color with an alpha channel. |
RGB24 | Color texture format, 8-bits per channel. |
RGBA32 | Color with alpha texture format, 8-bits per channel. |
ARGB32 | Color with alpha texture format, 8-bits per channel. |
RGB565 | A 16 bit color texture format. |
R16 | A 16 bit color texture format that only has a red channel. |
DXT1 | Compressed color texture format. |
DXT5 | Compressed color with alpha channel texture format. |
RGBA4444 | Color and alpha texture format, 4 bit per channel. |
BGRA32 | Color with alpha texture format, 8-bits per channel. |
RHalf | Scalar (R) texture format, 16 bit floating point. |
RGHalf | Two color (RG) texture format, 16 bit floating point per channel. |
RGBAHalf | RGB color and alpha texture format, 16 bit floating point per channel. |
RFloat | Scalar (R) texture format, 32 bit floating point. |
RGFloat | Two color (RG) texture format, 32 bit floating point per channel. |
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 | PowerVR (iOS) 2 bits/pixel compressed color texture format. |
PVRTC_RGBA2 | PowerVR (iOS) 2 bits/pixel compressed with alpha channel texture format. |
PVRTC_RGB4 | PowerVR (iOS) 4 bits/pixel compressed color texture format. |
PVRTC_RGBA4 | PowerVR (iOS) 4 bits/pixel compressed with alpha channel texture format. |
ETC_RGB4 | ETC (GLES2.0) 4 bits/pixel compressed RGB texture format. |
EAC_R | ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed unsigned single-channel texture format. |
EAC_R_SIGNED | ETC2 / EAC (GL ES 3.0) 4 bits/pixel compressed signed single-channel texture format. |
EAC_RG | ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed unsigned dual-channel (RG) texture format. |
EAC_RG_SIGNED | ETC2 / EAC (GL ES 3.0) 8 bits/pixel compressed signed dual-channel (RG) texture format. |
ETC2_RGB | ETC2 (GL ES 3.0) 4 bits/pixel compressed RGB texture format. |
ETC2_RGBA1 | ETC2 (GL ES 3.0) 4 bits/pixel RGB+1-bit alpha texture format. |
ETC2_RGBA8 | ETC2 (GL ES 3.0) 8 bits/pixel compressed RGBA texture format. |
ASTC_RGB_4x4 | ASTC (4x4 pixel block in 128 bits) compressed RGB texture format. |
ASTC_RGB_5x5 | ASTC (5x5 pixel block in 128 bits) compressed RGB texture format. |
ASTC_RGB_6x6 | ASTC (6x6 pixel block in 128 bits) compressed RGB texture format. |
ASTC_RGB_8x8 | ASTC (8x8 pixel block in 128 bits) compressed RGB texture format. |
ASTC_RGB_10x10 | ASTC (10x10 pixel block in 128 bits) compressed RGB texture format. |
ASTC_RGB_12x12 | ASTC (12x12 pixel block in 128 bits) compressed RGB texture format. |
ASTC_RGBA_4x4 | ASTC (4x4 pixel block in 128 bits) compressed RGBA texture format. |
ASTC_RGBA_5x5 | ASTC (5x5 pixel block in 128 bits) compressed RGBA texture format. |
ASTC_RGBA_6x6 | ASTC (6x6 pixel block in 128 bits) compressed RGBA texture format. |
ASTC_RGBA_8x8 | ASTC (8x8 pixel block in 128 bits) compressed RGBA texture format. |
ASTC_RGBA_10x10 | ASTC (10x10 pixel block in 128 bits) compressed RGBA texture format. |
ASTC_RGBA_12x12 | ASTC (12x12 pixel block in 128 bits) compressed RGBA texture format. |
ETC_RGB4_3DS | ETC 4 bits/pixel compressed RGB texture format. |
ETC_RGBA8_3DS | ETC 4 bits/pixel RGB + 4 bits/pixel Alpha compressed texture format. |
RG16 | Two color (RG) texture format, 8-bits per channel. |
R8 | Scalar (R) render texture format, 8 bit fixed point. |
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. |
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