Vixen
dd8b0a81
csharp
public enum TextureCompression

Which compressed format to ship a texture in.

Read the guide page for this →

Fields and properties (8)

  • Automatic

    Pick from the content. See TextureImporter for what it picks and why.

  • None

    None. Four bytes a texel, and the right answer for a small UI atlas or a lookup table.

  • Bc1

    BC1: four bits a texel, one bit of alpha. The cheapest thing that is still colour.

  • Bc3

    BC3: eight bits a texel, with a real alpha channel.

  • Bc4

    BC4: one channel. A mask, an occlusion map, a height field.

  • Bc5

    BC5: two channels, which is what a tangent-space normal map needs.

  • Bc7

    BC7: eight bits a texel and the best quality BC offers for colour.

  • Bc6H

    BC6H: eight bits a texel of unbounded, unsigned float RGB. The only block format that can hold a high-range source, and the only one a .hdr may ship as.

Used by (18)

  • DdsImportTestsVixen.Editor.Assets.Tests
  • Describes_Vixen_Editor_AssetEditors_Importing_TextureImportEditsVixen.Editor.AssetEditors
  • HdrImportTestsVixen.Editor.Assets.Tests
  • MaterialBakeVixen.Editor.Assets
  • MaterialMapNamingVixen.Editor.Assets
  • MaterialSplatTestsVixen.Editor.Assets.Tests
  • MeshMapAssetTestsVixen.Editor.App.Tests
  • MeshMapBakeVixen.Editor.Assets
  • MeshMapEncodingTestsVixen.Editor.Assets.Tests
  • TextureImportEditsVixen.Editor.AssetEditors
  • TextureImportSettingsVixen.Editor.Assets
  • TextureImportViewVixen.Editor.AssetEditors
  • TextureImporterVixen.Editor.Assets
  • TextureImporterTestsVixen.Editor.Assets.Tests
  • TextureLadderVixen.Editor.AssetEditors
  • TextureLadderTestsVixen.Editor.AssetEditors.Tests
  • TypeRegistrationVixen.Editor.Assets
  • Vixen_Editor_AssetEditors_Importing_TextureImportEditsSerializerVixen.Editor.AssetEditors