Although you could write a script to combine an RGB image with a separate alpha channel, this is best done in your image editor. Make sure you save transparency and use a format such at PNG or TIFF, that supports transparency. Once the texture is imported into Unity, make sure to use it with a shader that uses alpha for transparency, which is any of the shaders in the Transparent or Transparent/Cutout categories.
hi Daniel - thanks for the feed back~!
I have just started to import the .psd files with related transparency. But still It just seems to make sense to have a drag and drop for the transparency as well you know? A black and white image you can link to a material. This way you can have 2 maps - one color and one Alpha - both can be of different sizes to save on over all file space. Oh well… I will work with other file types.
That doesn’t work. The graphics card uses 4 channels per image. You can easily write a shader that uses a separate image for RGB and Alpha. However, there is no format for compressed alpha only. Therefore, you’re going to use up the equivalent of the space for an RGBA image, but only for the A channel. Sometimes, this is just fine - it helps the alpha look better.
I don’t see a reason to bloat Unity with this feature.