- Edited
Bad image compression's results on Unity
Hello there,
I'm developing a WebGL game and last week I've decided to use Spine for its animations. As you might know, a web-based game needs to load fast and that's why I always crunch compress my assets on Unity without any problems.... this until now that I've exported my firsts Spine animations. It doesn't matter what settings I use... when I use crunch compression on them, and even on High Quality and 100%, they look super bad, I've tried many export settings and compression methods... but I always get the same results and I lose a lot of colors.
Does anyone have an idea of how to solve or improve this? I'll post a comparison of my results between an uncompressed spine generated png and a compressed one for you to take a look.
and these are my export settings in case something is wrong
Thanks for your help and support!
We are sorry for the trouble!
What you can do to improve quality of the compressed result is use Straight alpha
instead of Premultiply alpha
workflow, as described here.
Unfortunately, Unity 2019.3 does not offer DXT4
compression which would be the correct setting for premultiplied alpha textures.
Note that compression artifacts will always be around in a slight way, since block compression (which mostly operates on 4x4 texel blocks) is not too well suited for Sprite art with abrupt strong color or opacity changes.
thank you!, even though I will not be able to use premultiplied alpha, this solves the problem!
Thanks for getting back to us, glad it resolved your problem!