Hi!
How to turn off the texture compression please?
All the maps in 2D that I import from Tiled are crap. ^^’
Thanks for reply.
-David
Hi!
How to turn off the texture compression please?
All the maps in 2D that I import from Tiled are crap. ^^’
Thanks for reply.
-David
Select a texture and switch the Compression setting in the Texture Importer Inspector to None.
There is no none option. Only Fast, Normal and Best.
You must be looking at “Compressor Quality” in a platform override then.
In the “Default” Settings tab, it’s called “Compression”:

In platform override tabs, such as “Android”, you want to look for “Format” and change it to “RGBA 32 Bit” or “RGB 24 Bit” to get an uncompressed texture:

Thanks!
So the highest possible detail possible on Android is using the RGBA 32 Bit or RGB 24 Bit?
How about “RGB Compressed PVRTC 4 bits”? It is considered high quality. But everything compressed will always have a lower quality than RGB 24 Bit (true color)?
What’s the next best option?
Compressed textures (ETC, PVRTC, DXT, etc) normally yield better performance and have a lower memory footprint.
Compression often introduces artifacts, which highly depends on the texture. Some compressed textures might look identical to their uncompressed counter-parts and some might look horrible. You have to trial&error and find what’s acceptable for your project. Gradients often turn out really bad when compressed.
Using uncompressed textures can yield to a higher memory footprint and slower rendering, due to increased bandwidth requirements. You have to trial&error and profile your project to fine out if that’s fine for you.
There is not a single “use this it’s best” answer. It mostly depends on project requirements, art-style, etc…
I see. But why is an uncompressed or even a compressed image file larger than the source image? If my source image is 13Mb, why does the uncompressed 2D image or a Cubemap of that same image result in a larger file size? Even if the final resolution is lower than the original.
For example, a PNG image uses a different compression algorithm than GPUs require. Look up block compression, PVRTC, ETC, ASTC, DXT and so on if you want to find more about GPU compatible texture formats.
I’m working on Android, and I personally like to change the texture’s levels in Photoshop to use the maximum available colors in a 8 bit compression format, then I use shader operations to revert back the texture to its original colors
Hey friends. 7 years later, how do I change this compression parameter in the script?