# BC6H

> HDR compressed color texture format.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
BC6H = 24
```

### Remarks

BC6H format compresses RGB HDR textures to 8 bits per pixel, and is supported on DX11-class PC hardware, as well as PS4 and XboxOne.

It is a good format for compressing floating point texture data (skyboxes, reflection probes, lightmaps, emissive textures), e.g. textures that uncompressed would be in [TextureFormat.RGBAHalf](/engine/6000.6/script-reference/unityengine/textureformat/rgbahalf.md) or [TextureFormat.RGBAFloat](/engine/6000.6/script-reference/unityengine/textureformat/rgbafloat.md) formats. Note that BC6H does not retain the alpha channel; it only stores RGB color channels.

When loading BC6H textures on a platform that doesn't support it, the texture decompresses into [TextureFormat.RGBAHalf](/engine/6000.6/script-reference/unityengine/textureformat/rgbahalf.md) format (64 bits per pixel) at load time.

Additional Resources: [Texture2D.format](/engine/6000.6/script-reference/unityengine/texture2d/format.md), [texture assets](/engine/6000.6/manual/materials-and-shaders/textures/textures-getting-started/textures.md).
