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Texture loading problem: size, aspect ratio, and alpha
I found a problem while loading png
and psd
textures into Unity. First the size of image changed, and I have read that this is because unity is trying to size it to the nearest power of two by filling space. That's fine, but really by expanding texture with white pixels do I really gain performance? Those data blocks are either filled with white or wasted, either way those are not useful information.
Also the aspect ratio for some textures will change if loaded by nearest the powers of two, this is undesireable. Is there a way of getting textures loaded correctly? (disabling the power of two loading is one solution I know of).
Another big problem is with loading alpha channel. The alpha value is shown incorrectly. To be precise, 1. the background color is wrong: image with transparent background, some shows black color and some shows lighter grey, and some even white. 2: besides that, I got the loaded images with lots of dirty pixels and artifact on the background (of different color mentioned in 1.) where it is supposed to be transparent.
So why is this? My png
and psd
display perfectly in photoshop, but messed up in unity view. BTW is there a color key we can set for ignoring specific color as transparent while loading (just like DirectX)?
Hopefully some of this information from the Unity Documentation will help answer your queries : http://docs.unity3d.com/Documentation/Components/class-Texture2D.html
In the texture import settings, try changing the Format from "Automatic compressed" to "Automatic Truecolor". That should at least solve the dirty pixels and artifacts problem. It might also help with the aspect ratio problem because some compressed formats stretch the texture to a square.
@dukester Automatic Truecolor did work for me, in fact I think this article http://docs.unity3d.com/Documentation/$$anonymous$$anual/HOWTO-alphamaps.html explains it, still annoying tho.
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