KtxUnity
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Load KTX and Basis Universal textures at runtime
The regular texture importer is able to show textures as opaque or transparent based on the "alphaIsTransparency" option; however, it seems that textures are always displayed as opaque (with separately...
So the last couple of days I've been looking into further Unity integration, so that we could assign a basis texture to a texture field in the inspector, and show...
I am working on a project and i use glTFast in it, which is depending on this package and draco decompression one. When i set the target as ios simulator...
I feel like Iβm doing something wrong or I missed the answer when searching the previous issues, because I assume I donβt have a very special use case. I want...
> πππ£πππΆππ’ππ‘=0 is allowed, except for block-compressed formats, and means that a file contains only the base level and consumers, particularly loaders, should generate other levels if needed. [KTX specification](https://github.khronos.org/KTX-Specification/),...
In our application we sometimes have the need to extract a particular mipmap level and create a texture from it instead of loading the full mipmap chain. The reason for...
2. Implemented full chain from target mip level loading 3. Implemented loading of different image index 4. Automatic alpha mask texture creation for targets that don't support alpha
Hi @atteneder , new bug report for ya. On WebGL export projects, KTXUnity is loading some textures as black (no error, but not being displayed properly). Happens on our iPhone...
Add ability to export color and alpha as separate textures. Makes sense on platforms where none of the compressed alpha texture formats is supported. Some shaders might also work like...
Hello, Having compression support is nice but all compressions are lossy and sometimes we need the exact values. I noticed you skip all uncompressed texture. ``` if(ktx.ktxClass==KtxClassId.ktxTexture2_c) { if(ktx.needsTranscoding) {...