From the release notes:
What’s the motivation behind this change? It seems to me that it breaks a bunch of PSDs we use.
From the release notes:
What’s the motivation behind this change? It seems to me that it breaks a bunch of PSDs we use.
There should be an option to go back to previous logic.
Because of this we’ve moved back to 2018.1
@ : Any explanation or fix?
Yeah I just upgraded a clone of our current game and a lot of the textures have this nasty looking white sort of alpha around the edges of everything, Hopefully there’s either a good reason for this or some way to revert it because it does not look very good…
There is some feedback on it:
https://feedback.unity3d.com/suggestions/make-removal-of-white-matte-from-psd-files-optional-in-importer
I’ve never known Unity to respond to the feedback posts but every little helps. This is breaking for us as our entire UI looks like garbage in 2018.2 and it would take a long time to redo all the PSDs as we use them for everything.
This is really bad for my business, all our spritesheets are PSD’s and we have thousands of animations using them. This is going to create weeks of work for us converting files and rebuilding scenes and animations. Since 2018.2.0f1 all my sprites look like they are glowing white and have white shadows.
I really hope Unity go back to the way PSD white matte was imported for years or at least create an importer.
Yep this needs sorting out, Unity can’t just change something that is so crucial to many development pipeline, they are taking value from their product. Here’s hoping for the importer.
I at least want an explanation for what motivated the change.
The notes say “That means that texture colors will look exactly same as if image was “flattened” in Photoshop” but it doesn’t seem to be like what’s happening to me, or I’m misunderstanding it.
@AcidArrow I think what they mean is the texture colours will be the same as if it was on a white background (like in photoshop when flattened). Alpha 0 will still be transparent and alpha 1 the original colour but all other alpha values will be the same as having the image with a white background behind it. I too would love to know why they have changed this, it seems illogical.
Okay, I sort of get it, but when is that useful?
So a pixel that was black and 50% transparent, will now become 50% gray and 50% transparent, which is useful becauseee…
@AcidArrow I totally agree, can’t see where it would be useful, hope they fix it.
Just found this: Morten Andersen
It’s a bit of a long process but will suffice as a workaround, I used the Flaming Pear Solidify C free plug-in.
This article explains why there are white pixels around the edges of alpha textures as well, Beware of Transparent Pixels - Adrian Courrèges It’s actually pretty informative and makes it much easier to see why Unity would do this. Mind you I still want to have the option to enable the tweak that removes it especially since it would be a pain in the ass to go back and fix all the textures, but for future reference I’ll make sure to keep my alpha pre-multiplied when exporting!
Is it?
Not removing the white matte makes the issue much worse actually, so I still don’t know why Unity would do it.
Same here. Our UIs look ugly after we had moved our projects to 2018.2 We use psd/png 50/50 and the PNGs look normal but PSD with white matte
@ , Please address this issue ASAP. It seems very bad form to suddenly change something that was working just fine and has such a huge impact on SO many people’s projects. There is no way I have the time to convert all PSD files to PNGs and fix the white matte.
PLEASE REVERT THIS CHANGE.
Dear @ , any news about this issue?
They have fixed it in the latest release, but ONLY for existing psds. If you add a new psd the toggle is not there… So yeah, still an issue
That only shows for existing psds, not new ones. So not a complete fix.