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Shaders/TextureFormats#551258

<title>Texture Format Cheat-Sheet</title>⤶ ⤶ # Texture Format Cheat-Sheet⤶ ⤶ Different textures need different compression formats for efficient storage and rendering.⤶ ⤶ The tables below outline a few formats suitable for specific data types. Please note that example texture lists are non-exhaustive, you should choose the best format that suits your needs based on the data type and resolution.⤶ ⤶ ## Compressed Formats⤶ ⤶ Block compression is a texture compression technique for reducing texture size. ⤶ ⤶ We recommend that you use these formats for most purposes, as a block-compressed texture can be up to 75 percent smaller than a texture with 32-bits per color.⤶ ⤶ | Format | Source Data Type & Resolution (bits) | Example Textures |⤶ |-------------------|------------------------------|-------------------------------------------|⤶ | BC1 | Three-component color (5:6:5) and alpha (1) | Diffuse Map, Roughness Map |⤶ | BC2 | Three-component color (5:6:5) and alpha (4) | Diffuse Map with Transparency |⤶ | BC3 | Three-component color (5:6:5) and alpha (8) | Diffuse Map with High Quality Transparency |⤶ | BC4 | One-component color (8) | Height Map, Displacement Map, Ambient Occlusion Map |⤶ | BC5 | Two-component color (8:8) | Normal Map, Bump Map, Normal Map |⤶