> For the complete documentation index, see [llms.txt](https://noskill.gitbook.io/titanfall2/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://noskill.gitbook.io/titanfall2/chinese/information/textures.md).

# 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](/titanfall2/chinese/information/textures/valve-texture-format-vtf.md), 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.

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资料: <https://developer.valvesoftware.com/wiki/Texture>
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