Texture broken in build but normal in edit mode

Hi everyone,

All of my texture is normal in edit mode but part of my texture were broken when I execute my project.

I use Unity2017.1.0 with a 32GB RAM Windows 10 and GTX1080 GPU which has 8G RAM. The total original image size is 18G in total and every texture has set the compress into 1024 . My project and everything went well before I tried to change part of my texture (0.8G) from 1024 to 2048. In the edit mode, all the texture is fine. But after I built with PC, some of the texture was broken(even those texture that the size didn’t change) such as the figure below.
122776-texture-broken.png

In the Profiler, my project used 7.13G (Texture Memory) and 7.54G (Total Allocated) before I change the texture size. After I change 0.8G texture into 4096, my project used 8.3G (Texture Memory) and 8.6G (Total Allocated).

Does someone knows how to fix this problem?

Unity has a 4GB limit on assets in build.

You can load textures from outside, not include them in build. One way is to use AssetBundles.