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GPU texture formats reference

Explore texture formats by quality, and the default and supported texture formats by platform.
Read time 6 minutesLast updated 9 days ago

Texture formats, by quality

The table below shows each format available in Unity, and their quality details.

Texture format

Description

Channels

Quality

Bits per pixel

Size of 1024x1024 texture, in MB

Alpha 8Uncompressed single channel (A)AHigh81
R 8Uncompressed single channel (R)RHigh81
R 16 bitUncompressed single channel (R), very high precisionRVery high162
R FloatHDR, uncompressed single channel (R), very high precisionRVery high324
R Compressed BC4Compressed single channel (R)RHigh40.5
R Compressed EAC 4 bitCompressed single channel (R)RHigh40.5
RG 32 bitUncompressed two channel (RG), very high precisionRGVery high324
RG FloatHDR, uncompressed two channel (RG), very high precisionRGVery high648
RG Compressed BC5Compressed two channel (RG)RGHigh81
RG Compressed EAC 8 bitCompressed two channel (RG)RGHigh81
RGB + 1-bit Alpha Compressed ETC2 4 bitsCompressed RGBA, with alpha values fully opaque or fully transparentRGBAMedium40.5
RGB 16 bitAlso known as RGB 565. Quantized RGBRGBMedium162
RGB 24 bitUncompressed RGB. Converted to RGBA 32 bit for the GPURGBHigh24 disk, 32 GPU3 disk, 4 GPU
RGB 48 bitUncompressed RGB, very high precision. Converted to RGBA 64 bit for the GPURGBVery high48 disk, 64 GPU6 disk, 8 GPU
RGB Compressed BC6HHDR, compressed RGB, 0 to +64k rangeRGBHigh81
RGB Compressed DXT1Also known as BC1. Compressed RGBRGBMedium40.5
RGB Compressed ETCCompressed RGBRGBLow40.5
RGB Compressed ETC2Compressed RGBRGBMedium40.5
RGB Crunched DXT1Also known as BC1. Compressed RGB, with additional on-disk Crunch compressionRGBLow to mediumVariableVariable
RGB Crunched ETCCompressed RGB, with additional on-disk Crunch compressionRGBLowVariableVariable
RGB(A) Compressed ASTC HDRHDR, compressed RGB or RGBA, size & quality dependent on block sizeRGB or RGBALow to High12x12: 0.89, 10x10: 1.28, 8x8: 2, 6x6: 3.56, 5x5: 5.12, 4x4: 812x12: 0.11, 10x10: 0.16, 8x8: 0.25, 6x6: 0.45, 5x5: 0.64, 4x4: 1.0
RGB(A) Compressed ASTCCompressed RGB or RGBA, size & quality dependent on block sizeRGB or RGBALow to high12x12: 0.89, 10x10: 1.28, 8x8: 2, 6x6: 3.56, 5x5: 5.12, 4x4: 812x12: 0.11, 10x10: 0.16, 8x8: 0.25, 6x6: 0.45, 5x5: 0.64, 4x4: 1.0
RGB(A) Compressed BC7Compressed RGB or RGBARGB or RGBAHigh81
RGB9e5 32 Bit Shared Exponent FloatHDR, quantized RGB, 0 to +64k rangeRGBMedium324
RGBA 16 bit (4444)Quantized RGBARGBAMedium162
RGBA 32 bitUncompressed RGBARGBAHigh324
RGBA 64 bitUncompressed RGBA, very high precisionRGBAVery high648
RGBA FloatHDR, uncompressed RGBA, very high precisionRGBAVery high12816
RGBA Compressed ETC2Compressed RGBARGBAMedium81
RGBA Crunched DXT5Also known as BC3. Compressed RGBA. With additional on-disk Crunch compressionRGBALow to mediumVariableVariable
RGBA Crunched ETC2Compressed RGBA, with additional on-disk Crunch compressionRGBALow to mediumVariableVariable
RGBA HalfHDR, half-precision (FP16) RGBA, –64k to +64k rangeRGBAHigh648

Supported texture formats, by platform

The table below shows each texture format available in Unity, and the platforms that support them.

Texture format

Windows

macOS

Linux

Android

iOS & tvOS

Web (Desktop Browsers)

Web (iOS and Android browser)

Alpha 8yesyesyesyesyesyesyes
R 8yesyesyesyesyesyesyes
R 16 bityesyesyespartial (4)partial (4)yes (10)yes (10)
R Floatyesyesyesyesyesyesyes
R Compressed BC4yesyesyesnonoyesno
R Compressed EAC 4 bitnononopartial (9)yesnoyes
RG 32 bityesyesyespartial (4)yesnono
RG Floatyesyesyesyesyesyesyes
RG Compressed BC5yesyesyesnonoyesno
RG Compressed EAC 8 bitnononopartial (9)yesnoyes
RGB + 1-bit Alpha Compressed ETC2 4 bitsnononopartial (9)yesnoyes
RGB 16 bit, also known as RGB 565yesyesyesyesyesyesyes
RGB 24 bityesyesyesyesyesyesyes
RGB 48 bityesyesyespartial (4)yesnono
RGB Compressed BC6Hyes (1)yes (1)yesnonoyes (1)no
RGB Compressed DXT1, also known as BC1yesyesyesno (3)nopartial (2)no
RGB Compressed ETCnononoyesyesnoyes
RGB Compressed ETC2nononopartial (9)yesnoyes
RGB Crunched DXT1, also known as BC1yesyesyesno (3)nopartial (2)no
RGB Crunched ETCnononoyesyesnoyes
RGB(A) Compressed ASTC HDRnononopartial (7)partial (7)nopartial (7)
RGB(A) Compressed ASTCnononopartial (5)yes (6)noyes (6 and 9)
RGB(A) Compressed BC7yes (1)yes (1)yesnonoyes (1)no
RGB9e5 32 Bit Shared Exponent Floatyesyesyesyesyesyesyes)
RGBA 16 bit (4444)yesyesyesyesyesyesyes
RGBA 32 bityesyesyesyesyesyesyes
RGBA 64 bityesyesyespartial (4)yesnono
RGBA Floatyesyesyesyesyesyesyes
RGBA Compressed DXT5, also known as BC3yesyesyesno (3)nopartial (2)no
RGBA Compressed ETC2nononopartial (9)yesnoyes
RGBA Crunched DXT5, also known as BC3yesyesyesno (3)nopartial (2)no
RGBA Crunched ETC2nononopartial (9)yesnoyes
RGBA Halfyesyesyesyesyesyesyes
Notes:
  1. Except on pre-DX11 level GPUs, or macOS when using WebGL or OpenGL. When not supported, BC6H textures get decompressed to RGBA Half, and BC7 get decompressed to RGBA32 at load time.
  2. With linear rendering on web browsers that don't support sRGB DXT, textures are decompressed to RGBA32 at load time.
  3. Except on Android devices with NVIDIA Tegra GPUs; these do support DXT/BC formats.
  4. Requires GL_EXT_texture_norm16 or corresponding Vulkan capability on Android.
  5. Requires Vulkan or GL_KHR_texture_compression_astc_ldr OpenGL ES extension.
  6. Except on Apple A7 chip devices (2013).
  7. Android: requires GL_KHR_texture_compression_astc_hdr extension. iOS: requires A13 or later chip (2019). WebGL: requires WEBGL_compressed_texture_astc extension and HDR profile. When not supported, the texture is decompressed to RGB9E5 format, losing the alpha channel.
  8. Except on Android devices with Imagination PowerVR GPUs.
  9. Requires WEBGL_compressed_texture_astc extension.
  10. Requires EXT_texture_norm16 extension and WebGL 2.

Supported texture formats in Web

The following table provides the supported texture formats for the Web platform.

Format

Description

ASTCAdaptive Scalable Texture Compression (ASTC) is an advanced lossy texture compression format. Widely used for mobile browsers / devices.
DXTAlso known as S3 Texture Compression (S3TC), DXT is mainly used for desktop browsers and devices.
ETC2Ericsson Texture Compression (ETC) is an older lossy texture compression format, lower quality than ASTC, used for mobile browsers / devices.

Additional resources: