Wrong colors on textures with RGBA 16 bits compression

Hi, how are you?

I’m recently ported our project from Unity 2017.3.1p2 to 2018.1.1f1 and all our textures with compression RGBA 16 bits now have wrong colors (more details in Issue 1040960). We also updated the script run time’s version to 4.x and API Compatibility Level to 2.0 Standard.

When we change the texture to RGBA 32 bits or another compression the colors are back to normal. If we, again, change it back to 16 bits the colors are weird again.

Is someone facing the same problem?

2 Likes

I also recognized the same problem.
This can not be confirmed on iOS, it is detected in UnityEditor.

I hope to be fixed soon.

Hi, did someone find a way to get around this bug ? I have to keep RGBA 16 bits to my sprites and i don’t know how to solve this issue…

We are also dealing with this issue. We need to be able to use RGBA 16 bit but our images are turning blue when we use Unity 2018 (vs Unity 2017)

If I’m not mistaken, I was able to fix this deleting the Library folder in assets (forcing a reimport of all assets). It may take all day to do it if you have a huge project… So be careful with that. If you use Asset bundles, like we do, make sure to rebuild them to apply the changes as well.

Hi, did anyone find a solution for this. I still get it. I deleted the Library folder and initially that seemed to work but when i changed the build settings back to IOS, all of my 16bit RGBA textures are not tinted blue.

Are you using asset bundles? If yes you should regenerate them or at least force a repacking sprites.