Hello!
Does anyone know if more filters exist for RGBA32->RGBA16 conversion from inside Unity?
I suspect that Unity is using either Nearest Neighbor or Linear when compressing texture to the RGBA16 choice, which is really bad for the majority of our textures, especially those with lots of transparency. I would rather use Floyd-Steinberg Alpha or Atkinson.
Before working with Unity, I was using TexturePacker which has the above dither options. Here is an example so that you can see the...
Gradient-friendy dither options for RGBA-16 asset compression
Does anyone know if more filters exist for RGBA32->RGBA16 conversion from inside Unity?
I suspect that Unity is using either Nearest Neighbor or Linear when compressing texture to the RGBA16 choice, which is really bad for the majority of our textures, especially those with lots of transparency. I would rather use Floyd-Steinberg Alpha or Atkinson.
Before working with Unity, I was using TexturePacker which has the above dither options. Here is an example so that you can see the...
Gradient-friendy dither options for RGBA-16 asset compression