There doesn’t seem to be support of DXT3 compression for the textures in Unity.
Is there any alternative way of compressing texture in Unity so that we can archive the same effects?
I would like to compress texture to have hard 0 or 1 alpha.
If not, what is most practical alternative? Is there any plan for supporting this DXT3 texture compression?
DXT3 compression was dropped years ago, because there’s no real advantage when you have DXT5. You can use a transparent cutout shader.
But I want to load historical DXT3 files without converting them T_T.
I suppose I will have to write my own wrapper to convert the pixel data over to ARGB32.
I think the Nvidia DDS loader source may be helpful for this endeavor.
// This software contains source code provided by NVIDIA Corporation.
// License: http://developer.download.nvidia.com/licenses/general_license.txt
///////////////////////////////////////////////////////////////////////////////
//
// Description:
//
// Loads DDS images (DXTC1, DXTC3, DXTC5, RGB (888, 888X), and RGBA (8888) are
// supported) for use in OpenGL. Image is flipped when its loaded as DX images
// are stored with different coordinate system. If file has mipmaps and/or
// cubemaps then these are loaded as well. Volume textures can be loaded as
// well but they must be uncompressed.
//
// When multiple textures are loaded (i.e a volume or cubemap texture),
// additional faces can be accessed using the array operator.
//
// The mipmaps for each face are also stored in a list and can be accessed like
// so: image.get_mipmap() (which accesses the first mipmap of the first
// image). To get the number of mipmaps call the get_num_mipmaps function for
// a given texture.
This file has been truncated. show original