# ARGB32

> Color with alpha texture format, 8-bits per channel.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
ARGB32 = 5
```

### Remarks

Each of RGBA color channels is stored as an 8-bit value in \[0..1] range. In memory, the channel data is ordered this way: A, R, G, B bytes one after another.

Note that [TextureFormat.RGBA32](/engine/6000.7/script-reference/unityengine/textureformat/rgba32.md) format might be slightly more efficient as the data layout in memory more closely matches what the graphics APIs expect.

Additional Resources: [Texture2D](/engine/6000.7/script-reference/unityengine/texture2d.md), [texture assets](/engine/6000.7/manual/materials-and-shaders/textures/textures-getting-started/textures.md).
