RGB Compressed DXT1
压缩无符号整型整型RGB纹理。
32KB (4 bits per pixel)
Windows, Linux, macOS, PS4, XBox One, Android (Nvidia Tegra and Intel Bay Trail), WebGL
Note: With linear rendering on web browser that doesn’t support sRGB DXT, textures are uncompressed at run time to RGBA32.
RGB Crunched DXT1
类似于RGB压缩DXT1,但使用压缩压缩压缩。请参阅上面的注释,了解更多关于压缩压缩的内容。
Variable, depending on the complexity of the content in the texture.
Windows, Linux, macOS, PS4, XBox One, Android (Nvidia Tegra and Intel Bay Trail), WebGL
Note: With linear rendering on a web browser that doesn’t support sRGB DXT, textures are uncompressed at run time to RGBA32.
RGBA Compressed DXT5
压缩无符号整型整型RGBA纹理。每像素8位。
64KB (8 bits per pixel)
Windows, Linux, macOS, PS4, XBox One, Android (Nvidia Tegra and Intel Bay Trail), WebGL
Note: With linear rendering on a web browser that doesn’t support sRGB DXT, textures are uncompressed at run time to RGBA32.
RGBA Crunched DXT5
与RGBA压缩DXT5相似,但使用压缩压缩压缩。请参阅上面的注释,了解更多关于压缩压缩的内容。
Variable, depending on the complexity of the content in the texture.
Windows, Linux, macOS, PS4, XBox One, Android (Nvidia Tegra and Intel Bay Trail), WebGL
Note: With linear rendering on a web browser that doesn’t support sRGB DXT, textures are uncompressed at run time to RGBA32.
RGB Compressed BC6H
压缩无符号浮动/高动态范围(HDR)RGB纹理。
64KB (8 bits per pixel)
Windows Direct3D 11: OpenGL 4, Linux.
Note: BC6H Textures are uncompressed at run time to RGBA half on the following platform configurations:
- macOS with OpenGL
- Platforms with Direct3D 10 Shader Model 4 or OpenGL 3 GPUs.
RGB(A) Compressed BC7
高质量的压缩无符号整型整型RGB或RGBA纹理。
64KB (8 bits per pixel)
Windows Direct3D 11: OpenGL 4, Linux
Note: BC7 Textures are uncompressed at run time to RGBA 32bits on the following platform configurations:
- macOS with OpenGL
- Platforms with Direct3D 10 Shader Model 4
Platforms with OpenGL 3 GPUs.
RGB Compressed ETC
压缩RGB纹理。这是一种默认的纹理压缩格式,没有Android项目的alpha通道。
32KB (4 bits per pixel)
Android, iOS, tvOS.
Note: ETC1 is supported by all OpenGL ES 2.0 GPUs. It does not support alpha.
RGB Crunched ETC
类似于RGB压缩等,但使用压缩压缩压缩。请参阅上面的注释,了解更多关于压缩压缩的内容。
Variable, depending on the complexity of the content in the texture.
Android, iOS, tvOS.
RGB Compressed ETC2
压缩RGB纹理。
32KB (4 bits per pixel)
Android (OpenGL ES 3.0)
Note: On Android platforms that don’t support ETC2, the texture is uncompressed at run time to the format specified by ETC2 fallback in the Build Settings.
RGBA Compressed ETC2
压缩RGBA纹理。这是用于Android项目的alpha通道纹理的默认纹理压缩格式。
64KB (8 bits per pixel)
Android (OpenGL ES 3.0), iOS (OpenGL ES 3.0), tvOS (OpenGL ES 3.0)
Note: On iOS and tvOS devices that don’t support ETC2, the texture is uncompressed at run time to RGBA32. On Android platforms that don’t support ETC2, the texture is uncompressed at run time to the format specified by ETC2 fallback in the Build Settings.
RGBA Crunched ETC2
类似于RGBA压缩ETC2,但是使用压缩压缩压缩。请参阅上面的注释,了解更多关于压缩压缩的内容。
Variable, depending on the complexity of the content in the texture.
Android (OpenGL ES 3.0), iOS (OpenGL ES 3.0), tvOS (OpenGL ES 3.0)
Note: On iOS and tvOS devices that don’t support ETC2, the texture is uncompressed at run time to RGBA32. On Android platforms that don’t support ETC2, the texture is uncompressed at run time to the format specified by ETC2 fallback in the Build Settings.
RGB Compressed ASTC
可变块大小压缩RGB纹理。
12x12: 0.89 bits per pixel (7.56KB for a 256x256 Texture)
10x10: 1.28 bits per pixel (10.56KB for a 256x256 Textures)
8x8: 2 bits per pixel (16KB for a 256x256 Texture);
6x6: 3.56 bits per pixel (28.89KB for a 256x256 Texture)
5x5: 5.12 bits per pixel (42.25KB for a 256x256 Texture)
4x4: 8 bits per pixel (64KB for a 256x256 Texture)
tvOS (all), iOS (A8), Android (PowerVR 6XT, Mali T600 series, Adreno 400 series, Tegra K1).
RGBA Compressed ASTC
可变块大小压缩RGBA纹理。
12x12: 0.89 bits per pixel (7744 bytes for a 256x256 Texture)
10x10: 1.28 bits per pixel (10816 bytes for a 256x256 Textures)
8x8: 2 bits per pixel (16KB for a 256x256 Texture);
6x6: 3.56 bits per pixel (29584 bytes for a 256x256 Texture)
5x5: 5.12 bits per pixel (43264 bytes for a 256x256 Texture)
4x4: 8 bits per pixel (64KB for a 256x256 Texture)
tvOS (all), iOS (A8), Android (PowerVR 6XT, Mali T600 series, Adreno 400 series, Tegra K1).
RGB Compressed PVRTC 2 bits
高压缩RGB纹理。质量低,但尺寸小,性能更佳。
16KB (2 bits per pixel)
Android (PowerVR), iOS, tvOS.
RGBA Compressed PVRTC 2 bits
高压缩RGBA纹理。质量低,但尺寸小,性能更佳。
16KB (2 bits per pixel)
Android (PowerVR), iOS, tvOS.
RGB Compressed PVRTC 4 bits
压缩RGB纹理。高质量的纹理,特别是在颜色数据上,但是需要很长时间来压缩。
32KB (4 bits per pixel)
Android (PowerVR), iOS, tvOS.
RGBA Compressed PVRTC 4 bits
压缩RGB纹理。高质量的纹理,特别是在颜色数据上,但是需要很长时间来压缩。
32KB (4 bits per pixel)
Android (PowerVR), iOS, tvOS.
RGB Compressed ATC
压缩RGB纹理。
32KB (4 bits per pixel)
Android (Qualcomm - Adreno), iOS, tvOS.
RGBA Compressed ATC
压缩RGBA纹理。
64KB (8 bits per pixel)
Android (Qualcomm - Adreno), iOS, tvOS.
RGB 16 bit
65万种没有阿尔法的颜色。使用比压缩格式更多的内存,但是更适合于UI
或者没有渐变的脆纹理。
128KB (16 bits per pixel)
All platforms.
RGB 24 bit
真正的颜色,但没有alpha。
192KB (24 bits per pixel)
All platforms
Alpha 8
高质量的alpha通道,但没有任何颜色。
64KB (8 bits per pixel)
All platforms.
RGBA 16 bit
低质量的真实颜色。这是具有alpha通道的纹理的默认压缩。
128KB (16 bits per pixel)
All platforms.
RGBA 32 bit
真正的颜色和alpha。这是具有alpha通道的纹理的最高质量压缩。
256KB (32 bits per pixel)
All platforms.