static TextureFormatUtilities()

in unity/Assets/PostProcessingV2/Runtime/Utils/TextureFormatUtilities.cs [12:69]


        static TextureFormatUtilities()
        {
            s_FormatMap = new Dictionary<TextureFormat, RenderTextureFormat>
            {
                { TextureFormat.Alpha8, RenderTextureFormat.ARGB32 },
                { TextureFormat.ARGB4444, RenderTextureFormat.ARGB4444 },
                { TextureFormat.RGB24, RenderTextureFormat.ARGB32 },
                { TextureFormat.RGBA32, RenderTextureFormat.ARGB32 },
                { TextureFormat.ARGB32, RenderTextureFormat.ARGB32 },
                { TextureFormat.RGB565, RenderTextureFormat.RGB565 },
                { TextureFormat.R16, RenderTextureFormat.RHalf },
                { TextureFormat.DXT1, RenderTextureFormat.ARGB32 },
                { TextureFormat.DXT5, RenderTextureFormat.ARGB32 },
                { TextureFormat.RGBA4444, RenderTextureFormat.ARGB4444 },
                { TextureFormat.BGRA32, RenderTextureFormat.ARGB32 },
                { TextureFormat.RHalf, RenderTextureFormat.RHalf },
                { TextureFormat.RGHalf, RenderTextureFormat.RGHalf },
                { TextureFormat.RGBAHalf, RenderTextureFormat.ARGBHalf },
                { TextureFormat.RFloat, RenderTextureFormat.RFloat },
                { TextureFormat.RGFloat, RenderTextureFormat.RGFloat },
                { TextureFormat.RGBAFloat, RenderTextureFormat.ARGBFloat },
                { TextureFormat.RGB9e5Float, RenderTextureFormat.ARGBHalf },
                { TextureFormat.BC4, RenderTextureFormat.R8 },
                { TextureFormat.BC5, RenderTextureFormat.RGHalf },
                { TextureFormat.BC6H, RenderTextureFormat.ARGBHalf },
                { TextureFormat.BC7, RenderTextureFormat.ARGB32 },
            #if !UNITY_IOS && !UNITY_TVOS
                { TextureFormat.DXT1Crunched, RenderTextureFormat.ARGB32 },
                { TextureFormat.DXT5Crunched, RenderTextureFormat.ARGB32 },
            #endif
                { TextureFormat.PVRTC_RGB2, RenderTextureFormat.ARGB32 },
                { TextureFormat.PVRTC_RGBA2, RenderTextureFormat.ARGB32 },
                { TextureFormat.PVRTC_RGB4, RenderTextureFormat.ARGB32 },
                { TextureFormat.PVRTC_RGBA4, RenderTextureFormat.ARGB32 },
            #if !UNITY_2018_1_OR_NEWER
                { TextureFormat.ATC_RGB4, RenderTextureFormat.ARGB32 },
                { TextureFormat.ATC_RGBA8, RenderTextureFormat.ARGB32 },
            #endif
                { TextureFormat.ETC_RGB4, RenderTextureFormat.ARGB32 },
                { TextureFormat.ETC2_RGB, RenderTextureFormat.ARGB32 },
                { TextureFormat.ETC2_RGBA1, RenderTextureFormat.ARGB32 },
                { TextureFormat.ETC2_RGBA8, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGB_4x4, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGB_5x5, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGB_6x6, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGB_8x8, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGB_10x10, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGB_12x12, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGBA_4x4, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGBA_5x5, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGBA_6x6, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGBA_8x8, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGBA_10x10, RenderTextureFormat.ARGB32 },
                { TextureFormat.ASTC_RGBA_12x12, RenderTextureFormat.ARGB32 },
                { TextureFormat.ETC_RGB4_3DS, RenderTextureFormat.ARGB32 },
                { TextureFormat.ETC_RGBA8_3DS, RenderTextureFormat.ARGB32 }
            };
        }