Revision Difference
Shaders/TextureFormats#551664
<cat>Material.ShaderReference</cat>⤶
<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% smaller than a texture with 32-bits per color.
For most purposes, if you want a color texture, use **BC7**.
If you want a HDR texture, use **BC6H**.
| Format | Source Data Type & Resolution (bits) | Example Textures |
|-------------------|------------------------------|-------------------------------------------|
| BC1 | RGB color (5:6:5) and alpha (1) | Diffuse Map, Roughness Map, Normal Map |
| BC2 | RGB color (5:6:5) and alpha (4) | Diffuse Map with Transparency |
| BC3 | RGB color (5:6:5) and alpha (8) | Diffuse Map with High Quality Transparency |
| BC4 | Single-channel (8) | Height Map, Displacement Map, Ambient Occlusion Map |
| BC5 | Two-channel color (8:8) | |
| BC6H | Three-channel HDR color (16:16:16) | Skyboxes |
| BC7 | RGB (4-7 bits per channel) and alpha (0-8 bits) | Diffuse Map, Roughness Map, Normal Map |
## Raw Formats
Raw formats are also usable. You should only really use these in situations where block compression causes artifacting - because they have higher storage requirements.
| Format | Source Data Type & Resolution (bits) | Example Textures |
|-------------------|------------------------------|-------------------------------------------|
| RGBA8888 | RGB color and alpha (8 bits each) | |
| RGBA16161616F | Three-channel HDR color and alpha (16 bits each) | |