Android Texture Compression with RGBA

Hi there! I have trouble getting compressed textures to Android builds of our game. PC is OK, iOS is OK, but as soon as I enable compression, all Android textures get terrible color banding. Having truecolor textures is a bit of a luxury we cannot afford.

Strange thing is, that the issue is gone as soon as I remove alpha channel. But we use it for specular maps, and having them separate would require us to modify all our textures and shaders. Is there any way around it?

P.S.: The 16-bit variant is banding as well. Only truecolor works fine.

You’d check texture kb size. Maybe that a smaller truecolor texture, in some case, are less lossy that a big 16 bit texture.
Set general texture compression and override for specific case.

Check this page at bottom: