I really wish Unity had a dither option for 16bit RGBA images as they are the recommended texture format on android when using alpha, yet the color banding is terrible because no dither algorithm is applied.
Has anyone found a tool to pre-filter an image down to 16bit color ranges prior to importing to Unity?
There are some photoshop filters for 16bit 565 and 256 colors but not seen for 4444 color range with alpha.
Edit: There is texture packer but the 4444 files get colors re-mapped in Unity in a bad way so gradients still come out quite bad
I’ve been experimenting with dithering in Unity’s pre and post import process. The result is perfect, but I’m having trouble getting the textures compressed back to it’s original compression format. If I could get it working it would mean that you could get textures automatically dithered without touching the source file, and you could even get all mipmap levels dithered!
Unfortunately I’m stuck since I can’t get them to compress properly
I am using Photoshop’s 12bitDither plug-in of Telegraphics.com.
Although it is never the best dithering, it is more satisfactory than not using it.
However, dithering will not be done for alpha.
ok thanks.
I’ve resorted to selectively changing the worst textures to 32bit/truecolor to get rid of poor-looking gradients (including in alpha),
but Unity should definitely consider building in a dither option -