Texture downscaling: bilinear vs bicubic

Is there a good reason why Unity doesn’t have bicubic scaling in it’s texture import? Bilinear scaling looks SO much worse than bicubic (ie. Photoshop downscaling vs Unity’s are worlds apart).

Without good downscaling algorithm, all 2D art (including all UI textures) has to be maintained in several resolutions for different builds. This wastes so much time :((

How do you manage this? Photoshop script to output different resolutions, together with Unity pre-process build script to swap textures?

Perhaps the hardware doesn’t widely support bicubic. I think probably it requires a lot more texture samples in order to evaluate the formula needed, it would be slower. Not that it couldn’t be done and some hardware may support it, but I don’t think it’s that widespread. Someone could write a bicubic sampler within a fragment shader. Maybe you can post pics of how photoshop compares to unity.

This scaling is done at texture import time, not at runtime, so it’s not a performance issue.

Oh i see what you mean, never mind