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Unity Engine


DefaultFormat

Use a default format to create either Textures or RenderTextures from scripts based on platform specific capability.
Read time 1 minuteLast updated 6 days ago

Definition

public enum DefaultFormat

Remarks

using UnityEngine;using UnityEngine.Experimental.Rendering;using System.Collections;public class ExampleClass : MonoBehaviour{ void Start() { // Create a new texture and assign it to the material of the renderer. Texture2D texture = new Texture2D(1, 1, DefaultFormat.LDR, TextureCreationFlags.None); GetComponent<Renderer>().material.mainTexture = texture; }}
Each graphics card may not support all usages across formats. Use SystemInfo.IsFormatSupported to check which usages the graphics card supports.

Fields

Value

Description

DepthStencilRepresents the default platform-specific depth stencil format.
HDRRepresents the default platform specific HDR format.
LDRRepresents the default platform-specific LDR format. If the project uses the linear rendering mode, the actual format is sRGB. If the project uses the gamma rendering mode, the actual format is UNorm.
ShadowRepresents the default platform specific shadow format.
VideoRepresents the default platform specific video format.