Very interesting site you mention. Did you manage to get the ETCCompress.hlsl mentioned on that site? I was unable to download the zip file mentioned. I’d be very interested in testing this out.
I’m aware that this is an old thread but here are the files if anybody is interested.
9018082–1243588–cs.rar (7.26 KB)
So we come to May 2023 today… does the QuickETC2 branch feature is in Unity Editor? (Or I need to do the research about transfer that etcpack thing into C#…)
We could definitely use some runtime non blocking texture compression love from Unity
I’m aware that this is an old thread but here are the files if anybody is interested.
Just wanted to thank you for this, it’s giving me a 100x speedup versus doing compress on the CPU side! I did see their computer shader is assuming no alpha channel (hard codes the alpha block to all 1’s), but despite me having no shader coding skills I was able to make a duplicate of the ReadBlockRGB function which gets a block of source alpha values, and now its perfect. Also if anyone else uses this, what I ended up doing to completely avoid CPU-side slowdowns is to pre-allocate a bunch of textures at the various sizes I need on the first frame of Start, and Apply(true,true) all of them so they are then basically just pointers to a block of compressed GPU memory. No noticable performance hit, and now I can do my texture-compositing weirdness in sub-millisecond times with ease. Would have been impossible if I needed to Compress+Apply on CPU!