# 纹理

A **texture** is a two-dimensional [raster](http://en.wikipedia.org/wiki/Raster_graphics) image in the context of a game engine. Textures in Source are stored in the [Valve Texture Format](https://noskill.gitbook.io/titanfall2/chinese/information/textures/valve-texture-format-vtf), and with a very few exceptions are only accessed through an intermediate [material](https://developer.valvesoftware.com/wiki/Material).

While the most common type of texture is the [albedo](https://developer.valvesoftware.com/wiki/Albedo), there are many different uses for raster images in modern game engines. For instance [bump maps](https://developer.valvesoftware.com/wiki/Bump_map), which encode three-dimensional height and facing in the color value of each pixel, or [specular masks](https://developer.valvesoftware.com/wiki/$envmapmask), which determine the intensity of a [specular](https://developer.valvesoftware.com/wiki/$envmap) reflection.

{% hint style="info" %}
资料: <https://developer.valvesoftware.com/wiki/Texture>
{% endhint %}


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