Save texture after PackTextures operation

Hi all.
Assume we create textureAtlas in editor script and applying PackTextures() operation. How to save texture atlas?
Problem is after packing textures atlas texture format becomes dxt5 and it throws an exception “Unsupported texture format - needs to be ARGB32, RGBA32, RGB24 or Alpha8” on EncodeToPNG.

var atlasTexture = new Texture2D(maxAtlasSize, maxAtlasSize, TextureFormat.RGB24, false);
textureCoords = atlasTexture.PackTextures(textures, atlasPadding, maxAtlasSize);
atlasTexture.Apply();
 Utils.SaveTextureToFile(atlasTexture, path + "/atlasTexture.png");

Here’s the code how I save textures in Utils:

 public static void SaveTextureToFile(Texture2D texture, string fileName, bool highQuality = true)
        {
            Debug.Log(texture.format);
            byte[] bytes = texture.EncodeToPNG();
            if (File.Exists(fileName)) File.Delete(fileName);
            File.WriteAllBytes(fileName, bytes);
        }

The right way is to set any texture’s format to combine to automatictruecolor, and after that to Combine.