Hi,
i must be misunderstanding something
I have 6kB transparent PNG texture 1024x512 pixel size (POT for ETC2)
When i import it to Unity, it tells me that after “compression” the properties are:
1024x512 RGBA Compressed ETC2 8 bits 0.5MB
Is this normal that 0.6kB image turns into 0.5MB image in unity? How to avoid this?
Holy shizzles!. Any way to tell unity not to save info about the transparent pixels or something? Or not compress? I would like to not blow up the mobile gpu while adding such textures. Best practices for transparent textures? More feedback appreciated.
Either don’t use png (which I suggest), or you can change texture type to advanced, and then at the format at the bottom you can choose something without alpha.
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All right, i already researched some alternative solutions for my particular problem. Part of it was i had to use alpha, a lot of it (90% image transparency). Thanks for feedback, AcidArrow!
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