The original format you use is irrelevant; the only thing that matters is what the texture is set to with Unity. i.e., uncompressed 32-bit RGBA, PVRTC, etc. There is no PNG format for textures, so PNG compression is never used, except for your source textures, but those only exist in your project and never on the iPhone, so it’s pointless. Likewise, JPG is useless (and lossy, so don’t use it for anything). You should use the format that gives you the most control, which is PSD, since you can make alpha channels, and keep the layers and so on. Use the highest compression you can get away with that still looks OK. If that’s PVRTC 2-bit, use that. If that looks bad, try PVRTC 4-bit. If that looks bad, use uncompressed, but only as a last resort.
PSD seems to be fine for my perimeter, thanks for the tip Eric.
But still, I was asking this question because I’m experiencing textures bugs depending on the 3rd party tool I encode the PNG with.
Illustrator : the textured character is ok.
Photoshop : he’s all blackened.
GIMP : the same.
And it’s the same business for other textured elements : I have to choose the right software coupled with the right Unity compression with the right format.
Didn’t find that correct equation yet, but with the exact same TextureAtlas generation code, I have varying results when I change that 3rd party-to-Unity workflow.