RenderTextureFormat
The RenderTextureFormat enumeration is used to define the pixel formats that can be used to create render textures.
| attributes | description |
|---|---|
| RGBA32 | Create a render texture using the 32-bit RGBA format. |
| Depth | Depth texture formats. |
| RGBAHalf | Represents a half-precision RGBA format, where each channel uses 16 bits. |
| Shadowmap | A special format used for shadow maps. Shadow maps are textures used to represent shadows cast by objects in a scene, and are commonly used to achieve real-time shadow effects, such as in games. |
| RGB565 | Represents a 16-bit RGB format, where red uses 5 bits, green uses 6 bits, and blue uses 5 bits. |
| RGBA4444 | Represents a 16-bit RGBA format, where each channel uses 4 bits. |
| RGBA5551 | Represents a 16-bit RGBA format, where the red, green, and blue channels use 5 bits each, and the alpha channel uses 1 bit. |
| Default | Default format, varies depending on the platform and hardware. |
| ARGB2101010 | It represents a 10-bit A channel and 10-bit RGB channels, where each channel uses either 2-bit or 10-bit precision, i.e., 2 to the power of 2 or 2 to the power of 10. It provides a high-precision pixel format. |
| DefaultHDR | Represents the default High Dynamic Range (HDR) format. |
| ARGB64 | Use a 64-bit RGBA format where each channel is represented by 16 bits, providing higher precision for textures. |
| ARGBFloat | Each channel uses the RGBA format with 32-bit floating point numbers. |
| RGFloat | Represents the 32-bit RG format, where the red and green channels use 32-bit floating-point numbers. |
| RGHalf | Represents a 16-bit RG format, where both the red and green channels are represented using 16-bit half-precision floating-point numbers. |
| RFloat | Represents a texture with a rendering format of single-precision floating point. |
| RHalf | Represents a 16-bit single-channel floating-point format. |
| R8 | 8-bit single-channel texture format. |
| RGBAInt | Represents the use of a 32-bit RGBA format, where each channel uses an 8-bit integer. |
| RGInt | Represents a 32-bit RG format, where the red and green channels each occupy 16 bits as signed integers. |
| RInt | Represents a 32-bit single-channel integer texture format. |
| BRG101111Float | Represents a 32-bit floating-point render texture format, where the red channel uses 10 bits, the green and blue channels use 11 bits, and the last bit is used for the sign. |
| RGBAUShort | Represents a 16-bit RGBA format, where each channel uses a 16-bit unsigned integer. |
| R16 | Represents using only the 16-bit red channel. |
