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