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Can a sprite atlas be 4 bit?
No matter what sprite I atlas using the new sprite atlases in 2017, it seems to be the case that the atlas always has an alpha channel. Even atlasing a single 512x512, 4 bit sprite (no alpha) creates a 512, 8 bit atlas.
The Problem: atlases don't seem to have an option to disable their alpha channel, even if they are composed entirely of 4bit sprites.
The Question: Can atlases be forced down to 4 bit, instead of always being 8? And does this truly make a difference if it's being built to Android & iOS?
From what I understand, none of the precreated PackerPolicies make use of 4 bit atlases:
https://docs.unity3d.com/2017.2/Documentation/$$anonymous$$anual/SpritePacker.html
The datatype "TextureFormat" however allows this:
https://docs.unity3d.com/2017.2/Documentation/ScriptReference/TextureFormat.html
$$anonymous$$y guess is you need to alter any packer/ write your own.
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