The TextureFormat enumeration in the Editor.ShaderGraph
namespace defines various texture compression formats used in shader graph editing. These formats are essential for optimizing texture storage and performance in rendering pipelines.
The TextureFormat enumeration in the Editor.ShaderGraph
namespace defines various texture compression formats used in shader graph editing. These formats are essential for optimizing texture storage and performance in rendering pipelines.
Member Name | Summary |
---|---|
DXT5 | A compressed texture format that supports alpha channels, providing a good balance between quality and file size. |
DXT1 | A compressed texture format without alpha support, offering high compression ratios for opaque textures. |
RGBA8888 | An uncompressed texture format with full 8-bit channels for red, green, blue, and alpha, ensuring high quality at the cost of larger file sizes. |
BC7 | A modern compressed texture format that provides high-quality results with support for alpha channels, suitable for a wide range of textures. |