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ETC2 texture format doesn't support partial alpha

Open linrjun opened this issue 1 year ago • 3 comments

hi, excuse me if I chose a wrong issue type. I'm currently workign on some spine modding for a unity game. A weird thing is that some png imported with uabe works fine in game, but with uabea it will have white margins. is ther any setting difference between them? the game i'm working on has recently updated its unity version so UABE is no longer working, that's why I really want to figure out what's behind this. many thanks!

linrjun avatar May 23 '24 11:05 linrjun

I'm not sure what you mean by "white margins". A picture might help? Some details about the image could help too.

nesrak1 avatar May 23 '24 14:05 nesrak1

sorry to waste your time but I've now solved the problem. I guess it's because when an asset bundle is loaded, the tex plugin will recognize its texture format and set it as the default option for the tex loader? then I found with ETC2_RGBA8 my mod will have white margins just like texutre without premultipled alpha channel. But when I manually set it to ASTC_RGB_4x4 (copied from other working mods) it's perfectly working now.

image import image with ETC2_RGBA8 image import image with ASTC_RGB_4x4

linrjun avatar May 24 '24 00:05 linrjun

I'm in the process of swapping out the library used for texture encoding which might fix this problem at the same time. I'm pretty sure ETC2_RGBA supports partial alpha, so I don't know why you aren't seeing it in-game that way.

nesrak1 avatar May 24 '24 04:05 nesrak1