Open Thura122016 opened 1 year ago
All texture compression algorithms employed by Unity are lossy. When replacing a texture, it either has to be stored as uncompressed type or has to be compressed again. Uncompressed increases the size of the asset by a lot (2~8x of the original image data size), while recompression creates a loss in quality.
You can set an uncompressed target texture type by using Texture2D.set_image. You can achieve no compression by using TextureFormat.RGBA32.
Bug When I edit TextureFormat.ASTC_RGB_8x8, It changes the TextureFormat.ETC2_RGBA8 and the image quality is slightly reduced. Can you fix it or How can I?