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Votes
0
Found in
2017.4
2019.2.8f1
2020.1
Issue ID
1202727
Regression
No
[TEXTURE] Png file in Import settings/Texture Format is set to RGB Compressed DXT1, even though it has an alpha channel
How to reproduce:
1. Open the attached DXT1CrunchedTest.zip project
2. Go to the Project window and select RandomStart.png
3. Inspect the Import settings (see the picture attached)
Expected: Texture Format RGBA Compressed DXT5
Actual: Texture Format RGB Compressed DXT1
Reproducible with: 2017.4.35f1, 2020.1.0a16
Notes:
- Could not reproduce with a new texture created via photoshop
- Attached to this case the png file in texture.zip and psd file in source.zip which are provided by the user
- Metadata file says that the png file has an alpha channel but in Unity Editor Import settings we can see that the texture format is RGB Compressed DXT1
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Resolution Note:
This is expected behaviour.
The PNG file does not have an alpha channel so the automatic importing format is DXT1.
The PSD file does have an alpha channel but as it is completely white, the exporter is free to drop it (see https://www.w3.org/TR/PNG/#4Concepts.Implied-alpha). Even if the PNG was exported with the alpha channel, the unity importer would have noticed it is completely opaque and dropped it.
The metadata file does contain references to alpha but those are regular texture importer settings (and have no influence on this particular texture).
DXT5 can be explicitly requested in the format drop-down on the texture importer (if the platform supports it) if needed.