I’m using Texture2D to read the pixel color at various parts of a texture. The texture only has a few colors, so I can have different behavior depending on which color is returned. However, somewhere between adding my texture asset (which is a png with only 3 colors) and running the game, my pixel color script is reading “bleeding” colors. What should be RGB 0,1,0 becomes .7,1,.7 on the border of RGB 1,1,1.
I have compress textures on, but my color texture is set to RGB24 in the import settings. Could compression still be the problem?