Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice
  2. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  3. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Texture Importer Refactor and dithering

Discussion in '5.5 Beta' started by iivo_k, Aug 24, 2016.

  1. iivo_k

    iivo_k

    Joined:
    Jan 28, 2013
    Posts:
    314
    So, this is probably more of a feature request, but have you discussed about adding dithering as an option now that you're refactoring the texture importer? 16 bit and PVRTC often look bad on mobile, so sometimes we're forced to use 32 bit uncompressed textures where a dithered 16 bit texture would look just fine.
     
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Yeah, dithering for 16bpp as an option would make sense. Not sure we'll do this "soon" though. You can do that yourself via a texture postprocessor C# script, e.g. there's one here: https://github.com/keijiro/unity-dither4444
     
    00christian00 and Ferazel like this.
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,631
    Keijiro's post processor wasn't working properly for me last time I tried (plus the workflow is ever so slightly awkward), so here is another vote for seeing this functionality built in.
     
    ortin likes this.
  4. 00christian00

    00christian00

    Joined:
    Jul 22, 2012
    Posts:
    1,035
    Very cool, didn't know about this.
    By the way, where does Unity store compressed textures? Is it possible to compress textures externally and have Unity just copy them?
     
  5. Noisecrime

    Noisecrime

    Joined:
    Apr 7, 2010
    Posts:
    2,051
    Hmm, this sounds like a better idea.
    Adding a property to the textureImporter to not re-compress or manipulate the source texture file in anyway, much like you can choose under 'Encode ass RGBM' with auto, on, off and encoded. This would mean developers could use any external program to process their textures.

    The only problem is how to support multiple platforms, where in theory the same texture might have different files for the different custom compression formats offered by that platform.
     
  6. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    You can already drop in compressed textures in a form of .DDS (for PC) or .KTX / .PVR (for mobile) files. However, as you said - these are then turned into exactly these formats, without any re-encoding into other formats for other platforms.