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RenderTextureFormat

The RenderTextureFormat enumeration is used to define the pixel formats that can be used to create render textures.

attributesdescription
RGBA32Create a render texture using the 32-bit RGBA format.
DepthDepth texture formats.
RGBAHalfRepresents a half-precision RGBA format, where each channel uses 16 bits.
ShadowmapA 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.
RGB565Represents a 16-bit RGB format, where red uses 5 bits, green uses 6 bits, and blue uses 5 bits.
RGBA4444Represents a 16-bit RGBA format, where each channel uses 4 bits.
RGBA5551Represents a 16-bit RGBA format, where the red, green, and blue channels use 5 bits each, and the alpha channel uses 1 bit.
DefaultDefault format, varies depending on the platform and hardware.
ARGB2101010It 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.
DefaultHDRRepresents the default High Dynamic Range (HDR) format.
ARGB64Use a 64-bit RGBA format where each channel is represented by 16 bits, providing higher precision for textures.
ARGBFloatEach channel uses the RGBA format with 32-bit floating point numbers.
RGFloatRepresents the 32-bit RG format, where the red and green channels use 32-bit floating-point numbers.
RGHalfRepresents a 16-bit RG format, where both the red and green channels are represented using 16-bit half-precision floating-point numbers.
RFloatRepresents a texture with a rendering format of single-precision floating point.
RHalfRepresents a 16-bit single-channel floating-point format.
R88-bit single-channel texture format.
RGBAIntRepresents the use of a 32-bit RGBA format, where each channel uses an 8-bit integer.
RGIntRepresents a 32-bit RG format, where the red and green channels each occupy 16 bits as signed integers.
RIntRepresents a 32-bit single-channel integer texture format.
BRG101111FloatRepresents 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.
RGBAUShortRepresents a 16-bit RGBA format, where each channel uses a 16-bit unsigned integer.
R16Represents using only the 16-bit red channel.