unreal.PixelFormat
¶
- class unreal.PixelFormat¶
Bases:
unreal.EnumBase
Describes the format of a each pixel in a graphics buffer. warning:: When you update this, you must add an entry to GPixelFormats(see RenderUtils.cpp) warning:: When you update this, you must add an entries to PixelFormat.h, usually just copy the generated section on the header into EPixelFormat warning:: 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