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, 8 bit integer. |
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 | Single channel (R) texture format, 16 bit integer. |
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_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. |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.