unreal.PixelFormat
¶
-
class
unreal.
PixelFormat
¶ Bases:
unreal.EnumBase
Describes the format of a each pixel in a graphics buffer. When you update this, you must add an entry to GPixelFormats(see RenderUtils.cpp): When you update this, you must add an entries to PixelFormat.h, usually just copy the generated section on the header into EPixelFormat: The *Tools DLLs will also need to be recompiled if the ordering is changed, but should not need code changes.:
C++ Source:
Module: CoreUObject
File: NoExportTypes.h
-
PF_A1
¶ 25
-
PF_A16B16G16R16
¶ 19
-
PF_A2B10G10R10
¶ 18
-
PF_A32B32G32R32F
¶ 1
-
PF_A8
¶ 27
-
PF_A8R8G8B8
¶ Only used for legacy loading; do NOT use!
- Type
38
-
PF_ASTC_10X10
¶ 1.28 bpp
- Type
53
-
PF_ASTC_12X12
¶ 0.89 bpp
- Type
54
-
PF_ASTC_4X4
¶ 8.00 bpp
- Type
50
-
PF_ASTC_6X6
¶ 3.56 bpp
- Type
51
-
PF_ASTC_8X8
¶ 2.00 bpp
- Type
52
-
PF_ATC_RGB
¶ ATITC format.
- Type
41
-
PF_ATC_RGBA_E
¶ ATITC format.
- Type
42
-
PF_ATC_RGBA_I
¶ ATITC format.
- Type
43
-
PF_B8G8R8A8
¶ UNORM (0..1), corresponds to FColor. Unpacks as rgba in the shader.
- Type
2
-
PF_BC4
¶ High precision single channel block compressed, equivalent to a single channel BC5, 8 bytes per 4x4 block.
- Type
39
-
PF_BC5
¶ 23
-
PF_BC6H
¶ 55
-
PF_BC7
¶ 56
-
PF_D24
¶ 20
-
PF_DEPTH_STENCIL
¶ A depth+stencil format with platform-specific implementation, for use with render targets.
- Type
11
-
PF_DXT1
¶ 5
-
PF_DXT3
¶ 6
-
PF_DXT5
¶ 7
-
PF_ETC1
¶ 45
-
PF_ETC2_R11_EAC
¶ 69
-
PF_ETC2_RG11_EAC
¶ 70
-
PF_ETC2_RGB
¶ 46
-
PF_ETC2_RGBA
¶ 47
-
PF_FLOAT_R11G11B10
¶ A low precision floating point format, unsigned. Use FFloat3Packed on the CPU.
- Type
26
-
PF_FLOAT_RGB
¶ Same as PF_FloatR11G11B10
- Type
9
-
PF_FLOAT_RGBA
¶ RGBA 16 bit signed FP format. Use FFloat16Color on the CPU.
- Type
10
-
PF_G16
¶ 4
-
PF_G16R16
¶ 14
-
PF_G16R16F
¶ 15
-
PF_G16R16F_FILTER
¶ 16
-
PF_G32R32F
¶ 17
-
PF_G8
¶ UNORM red (0..1)
- Type
3
-
PF_L8
¶ 58
-
PF_NV12
¶ 67
-
PF_PLATFORM_HDR_0
¶ 64
-
PF_PLATFORM_HDR_1
¶ 65
-
PF_PLATFORM_HDR_2
¶ 66
-
PF_PVRTC2
¶ 30
-
PF_PVRTC4
¶ 31
-
PF_R16F
¶ 21
-
PF_R16F_FILTER
¶ 22
-
PF_R16G16B16A16_SINT
¶ 35
-
PF_R16G16B16A16_SNORM
¶ 63
-
PF_R16G16B16A16_UINT
¶ 34
-
PF_R16G16B16A16_UNORM
¶ 62
-
PF_R16G16_UINT
¶ 49
-
PF_R16_SINT
¶ 33
-
PF_R16_UINT
¶ 32
-
PF_R32G32B32A32_UINT
¶ 48
-
PF_R32G32_UINT
¶ 68
-
PF_R32_FLOAT
¶ 13
-
PF_R32_SINT
¶ 29
-
PF_R32_UINT
¶ 28
-
PF_R5G6B5_UNORM
¶ 36
-
PF_R8G8
¶ UNORM red, green (0..1).
- Type
40
-
PF_R8G8B8A8
¶ 37
-
PF_R8G8B8A8_SNORM
¶ SNORM (-1..1), corresponds to FFixedRGBASigned8.
- Type
61
-
PF_R8G8B8A8_UINT
¶ 60
-
PF_R8_UINT
¶ 57
-
PF_SHADOW_DEPTH
¶ A depth format with platform-specific implementation, for use with render targets.
- Type
12
-
PF_UNKNOWN
¶ 0
-
PF_UYVY
¶ 8
-
PF_V8U8
¶ SNORM red, green (-1..1). Not supported on all RHI e.g. Metal
- Type
24
-
PF_X24_G8
¶ Used for creating SRVs to alias a DepthStencil buffer to read Stencil. Don’t use for creating textures.
- Type
44
-
PF_XGXR8
¶ 59