Here I’m confused with the image sizes. I have 2 texture images, with the same content, one is 32-bit exr file and the other is 8-bit png file. I import them in unity project and give them the same texture settings, lightmap and true color. And they appear to be the same size of 4MB! This is even larger than the original image size!
Since Apple has a 20MB limitation for apps, I wonder how the textures will cost in the actual binary. In my case, will it really cost 4MB in the app, no matter how much the original image size is?
The format of the source images is irrelevant; the only thing that matters is what the texture settings are in Unity. You don’t want to use uncompressed, unless the quality of PVRTC is excessively poor for that texture (such as typical GUI textures).