Unity has both TextureFormat.ARGB32 and TextureFormat.RGBA32.The document says it's 8bit each channel in [0..1] range. But what are these formats exactly? 8bit is usually [0..255]. Do they just represent [0..255] divided by 255?
Also why are there both ARGB32 and RGBA32? When should I use which?
RenderTextureFormat.Default
's documentation saying "Typically this is ARGB32 format", in a quick test I've just done the default I got on Windows wasR8G8B8A8_SRGB
(ie. RGBA order). So it could simply be that this "typically" line is misleading, not that there's any real pessimization in the API. Maybe what the doc-writer meant was "this will be a format with R G B and A channels at 8 bits per channel", and didn't mean to specify ordering, since RenderTextureFormat has no RGBA32 member to link to. \$\endgroup\$