Hi guys,
I’m working on a project where we have to have our textures saved in the format of RGBA Compressed ASTC 4x4 block. I’ve found however when copying the textures with GetPixels and SetPixels to a RGBA32 format there is a dramatic drop in quality; The format change is because SetPixels only works with certain formats.
Have tried it with and without MipMaps and I have gotten the same result.
Using the following code for this texture example;
public Texture2D testTexture;
public RawImage rawImage;
void PixelExample(){
Color[] pixelColors = testTexture.GetPixels();
Texture2D newTextures = new Texture2D(testTexture.width, testTexture.height, TextureFormat.RGBA32, true);
newTextures.SetPixels(pixelColors);
newTextures.Apply();
rawImage.texture = newTextures;
}
Does anyone have an idea how to get around this without changing the Texture Format?