Format used when creating textures from scripts.
function Start () {
// Create a new alpha-only texture and assign it
// to the renderer's material
var texture = new Texture2D (128, 128, TextureFormat.Alpha8, false);
GetComponent.<Renderer>().material.mainTexture = texture;
}
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { 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 small storage sizes. |
| DXT5Crunched | Compressed color with alpha channel texture format with Crunch compression for small 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. |
| ATC_RGB4 | ATC (ATITC) 4 bits/pixel compressed RGB texture format. |
| ATC_RGBA8 | ATC (ATITC) 8 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. |