Is there a way to force lightmaps to be one channel textures (just grayscale) when you know they are only going to be grayscale? This would help our memory budget a ton, especially as we are developing for mobile.
Using greyscale lightmaps doesn’t save any memory. An uncompressed grayscale image is the same size as a compressed texture on desktop. On mobile most of the compression formats used there will be smaller than an uncompressed grayscale.
Desktop does have a compressed grayscale format, but there’s no option to use it in Unity for lightmaps.
Mobile the formats used that support grayscale are the formats already being used, and will automatically compress a “color” image as grayscale if there’s no color information for better quality.
ah I see, thanks