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Showing content from https://docs.unity3d.com/Manual/texture-formats-reference.html below:

Manual: GPU texture formats reference

Alpha 8 Uncompressed single channel (A) A High 8 1 R 8 Uncompressed single channel (R) R High 8 1 R 16 bit Uncompressed single channel (R), very high precision R Very high 16 2 R Float HDRhigh dynamic range
See in Glossary
, uncompressed single channel (R), very high precision R Very high 32 4 R Compressed BC4 Compressed single channel (R) R High 4 0.5 R Compressed EAC 4 bit Compressed single channel (R) R High 4 0.5 RG 32 bit Uncompressed two channel (RG), very high precision RG Very high 32 4 RG Float HDR, uncompressed two channel (RG), very high precision RG Very high 64 8 RG Compressed BC5 Compressed two channel (RG) RG High 8 1 RG Compressed EAC 8 bit Compressed two channel (RG) RG High 8 1 RGB + 1-bit Alpha Compressed ETC2 4 bits Compressed RGBA, with alpha values fully opaque or fully transparent RGBA Medium 4 0.5 RGB 16 bit Also known as RGB 565. Quantized RGB RGB Medium 16 2 RGB 24 bit Uncompressed RGB. Converted to RGBA 32 bit for the GPU RGB High 24 disk, 32 GPU 3 disk, 4 GPU RGB 48 bit Uncompressed RGB, very high precision. Converted to RGBA 64 bit for the GPU RGB Very high 48 disk, 64 GPU 6 disk, 8 GPU RGB Compressed BC6H HDR, compressed RGB, 0 to +64k range RGB High 8 1 RGB Compressed DXT1 Also known as BC1. Compressed RGB RGB Medium 4 0.5 RGB Compressed ETC Compressed RGB RGB Low 4 0.5 RGB Compressed ETC2 Compressed RGB RGB Medium 4 0.5 RGB Compressed PVRTC 2 bits Compressed RGB, texture required to be square RGB Low 2 0.25 RGB Compressed PVRTC 4 bits Compressed RGB, texture required to be square RGB Medium 4 0.5 RGB Crunched DXT1 Also known as BC1. Compressed RGB, with additional on-disk Crunch compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary
RGB Low to medium Variable Variable RGB Crunched ETC Compressed RGB, with additional on-disk Crunch compression RGB Low Variable Variable RGB(A) Compressed ASTC HDR HDR, compressed RGB or RGBA, size & quality dependent on block size RGB or RGBA Low to High 12x12: 0.89, 10x10: 1.28, 8x8: 2, 6x6: 3.56, 5x5: 5.12, 4x4: 8 12x12: 0.11, 10x10: 0.16, 8x8: 0.25, 6x6: 0.45, 5x5: 0.64, 4x4: 1.0 RGB(A) Compressed ASTC Compressed RGB or RGBA, size & quality dependent on block size RGB or RGBA Low to high 12x12: 0.89, 10x10: 1.28, 8x8: 2, 6x6: 3.56, 5x5: 5.12, 4x4: 8 12x12: 0.11, 10x10: 0.16, 8x8: 0.25, 6x6: 0.45, 5x5: 0.64, 4x4: 1.0 RGB(A) Compressed BC7 Compressed RGB or RGBA RGB or RGBA High 8 1 RGB9e5 32 Bit Shared Exponent Float HDR, quantized RGB, 0 to +64k range RGB Medium 32 4 RGBA 16 bit (4444) Quantized RGBA RGBA Medium 16 2 RGBA 32 bit Uncompressed RGBA RGBA High 32 4 RGBA 64 bit Uncompressed RGBA, very high precision RGBA Very high 64 8 RGBA Float HDR, uncompressed RGBA, very high precision RGBA Very high 128 16 RGBA Compressed ETC2 Compressed RGBA RGBA Medium 8 1 RGBA Compressed PVRTC 2 bits Compressed RGBA, texture required to be square RGBA Low 2 0.25 RGBA Compressed PVRTC 4 bits Compressed RGBA, texture required to be square RGBA Medium 4 0.5 RGBA Crunched DXT5 Also known as BC3. Compressed RGBA. With additional on-disk Crunch compression RGBA Low to medium Variable Variable RGBA Crunched ETC2 Compressed RGBA, with additional on-disk Crunch compression RGBA Low to medium Variable Variable RGBA Half HDR, half-precision (FP16) RGBA, –64k to +64k range RGBA High 64 8

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