Hello there. I'm working on a game that uses one 1024x1024px rgba image for each level. The compression methods for Texture2Ds aren't very good, they degrade the quality considerable without saving too much disk space. Also, there's a risk of incompatibility I guess, since they work in a gpu-level. I know JPG is outdated and there are other newer compression formats based on it, but it's more than enough for my needs and I'm planning to use a 16-color PNG8 image for the alpha channel which is the only one who needs high precision on a pixel level. I could think of two ways of using an rgb JPG image and a grayscale PNG image to create a rgba Texture2D object at runtime, the first one is renaming their extensions or zipping them (so Unity won't use the Texture Importer) and loading from "Resources", the other is using the "Assets Streaming" feature, which allows me to work directly with JPG/PNG images without further problems. Obviously on runtime I'd need to retrieve the data and create a Texture2D on-the-fly; I know how to do that, that's not a problem. I'm going to use them in raw 'truecolor' format, so it won't be necessary to compress them to a gpu-compatible compressed format at runtime, what certainly would be an expensive operation. I would like to know however if there's another option to store the images in an efficient format besides what was mentioned above. Thank you.