In build settings, (specifically Android) you can set texture compression to “ETC1 and RGBA16”, I do this and my textures look OK. But if I ever try to specifically override the texture in the inspector, say from RGBA32 to RGBA16. I will get some unsightly color banding. I have an image to show.
http://www.fileden.com/files/2007/1/8/613117/banding.jpg
Color banding is present only if you specify specific texture overrides. I’m mostly wondering, why is this effect only present for individual overrides and not from the one in the Build settings?
How can I know that Build settings is compressing RGBA32 textures to RBGA16 if no banding is present afterwords?
Edit:
I also don’t understand how my RGBA32 PNG’s can look great, even though the screen resolution is set to 16 bit.