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               Question by 
               nyonge · Feb 03, 2016 at 01:10 AM · 
                uispriteperformanceoptimizationalpha  
              
 
              Sprite Alpha Performance
I'm making a game for iOS/Android, so performance is paramount. Generally I export as many images as possible as 8-bit pngs, with a binary alpha channel - either it's visible or it isn't, no 50% opacity.
For sprites that NEED opacity, is it better to have the alpha channel baked into the sprite (24-bit PNG), or to still use an 8-bit PNG and simply adjust the alpha channel of the colour used in-game, on the Image component? It affects the whole image but that's fine in my case. Is there a difference in performance?
Using the most recent build of Unity, with the native Unity UI.
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              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                