My .PNG gets solidified and an alpha channel. How?!

I have an imported .png in my project, and it looks like Unity is doing something to it so that it gets solidified and an alpha channel. It works great, but I haven’t been able to reproduce the effect.

This is the png (with watermark).

10365-original.jpg

This is the png in Unity’s Inspector, I stuck in it’s alpha channel as well.

Can anyone clue me in on what setting is creating the edge bleed and alpha channel?

Photoshop is irrelevant here. It's about Unity converting to PNG to DXT. This needs an answer from someone technical who knows how unity converts to pngs to DXT5.

1 Answer

1

That’s just the way Unity choses to display it – as an RGB. There probably isn’t any edge bleed. More likely the artist just brushed that big green streak on the left that exact way. But, it’s always hidden by the alpha, so who cares. It’s really more of a bug in gimp/photoshop that you can’t turn off alpha-checkerboard magic to see the raw channels.

In a game engine, the alpha channel is often not transparency, so it doesn’t make as much sense to always show it that way. For example, a spec shader assumes alpha holds the spec map. You want to see the raw RGB colors for that.

I don't think Unity broke it, I think Unity made it better. It works great, the thing is the original image (up at the top) is EXACTLY how the png looks in photoshop, no alpha channel. The solidified version (the version I'm trying to figure out how it came to be) has an alpha channel. You can't treat .png's like photoshop or .tga files to get transparency. They are unable to grab the alpha channel and use it like masking tape like you suggested. [10572-ua.jpg|10572]

This discussion makes me glad I still use Jasc. It may be defunct, but it doesn't tell me silly things like how my alpha is-isn't not-saving as transparency-and-not. :> Also, PNGs definitely store alpha information. That's why I use 'em.