Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability.
using UnityEngine; using UnityEngine.Experimental.Rendering; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { // Create a new texture and assign it to the material of the renderer. Texture2D texture = new Texture2D(1, 1, DefaultFormat.LDR, TextureCreationFlags.None); GetComponent<Renderer>().material.mainTexture = texture; } }
Each graphics card may not support all usages across formats. Use SystemInfo.IsFormatSupported to check which usages the graphics card supports. See Also: Texture2D, texture assets.
LDR | Represents the default platform-specific LDR format. If the project uses the linear rendering mode, the actual format is sRGB. If the project uses the gamma rendering mode, the actual format is UNorm. |
HDR | Represents the default platform specific HDR format. |
DepthStencil | Represents the default platform-specific depth stencil format. |
Shadow | Represents the default platform specific shadow format. |
Video | Represents the default platform specific video format. |