Hello, I'm working on Android and would like to ensure the resulting format of Texture2D.PackTextures is ETC2 8-bits rather than ARGB32. Is there any way of doing this? I see in the documentation that it talks about DXT1 and DXT5, but nothing about the scenario that all of the input textures are ETC2 format. Thanks! Allen
Update: I've verified on device that PackTextures results in ARGB32 on Android. Texture2D.Compress(bool) also does nothing on Android (still results in ARGB32). Bleh. So much for saving memory and increasing texture sampling speed. :/