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Question by JoshBrannon · Aug 17, 2017 at 02:00 PM · spritealphaspritesheetatlassprite packer

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?

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avatar image hexagonius · Aug 17, 2017 at 05:02 PM 0
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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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