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Question by Jessespike · Oct 11, 2012 at 12:40 AM · androidtexturescompressionpng

Android: Preparing textures for 16-bit compression

I have several PNG textures that Unity imports as RGBA32. If compression is enabled, the PNG will be RGBA16. The compressed textures will have noticeable banding in gradients (see link for pic). I'm trying to find a way to prepare the textures for 16-bit compression, or at least minimize the banding effect.

I'm familiar with index-dithering, which is a technique that tries to simulate gradients as best it can with the provided palette. But I'm not familiar with any 16-bit dithering effects. Or perhaps there are other techniques that I could try?

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Answer by Eric5h5 · Oct 11, 2012 at 02:28 AM

If you're using Photoshop, download the Telegraphics 5/6/5 filter.

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avatar image Jessespike · Oct 11, 2012 at 04:47 PM 0
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Ah thanks. I will try this on a computer that has Photoshop. Do you know if this supports Alpha?

avatar image Eric5h5 · Oct 11, 2012 at 04:55 PM 0
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It just dithers the current selection/layer (as appropriate for a 16-bit palette), so it supports anything.

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