See screenshot, on the left is the Metallic texture set to max size 2048 (source file and Unity default import is 4096) with No Compression set. On the right is the same model but with Compression set to UASTC
I am using the method of drag/dropping the model into my scene and right click in hierarchy > Needle > Selected object as compressed GLB
That thread was about the export via UASTC compression changing the colours, this one is about the exported texture with ‘None’ set looking worse than ‘UASTC’ compression. I can consolidate this into one thread if you want though, apologies
Tried 4096, it’s like the resize algo does something to the file to make it appear blocky, if it is set to 4096 which is the same as source file and Compression ‘None’ I would have assumed it would have been the same file as the source
At least in your case here it looks like “None” falls back to “ETC1S” which is worse than Automatic for this texture. You can use WebP for the time being if you want smaller files at similar quality, 2k WebP/UASTC on this data texture probably looks better than 4k etc1s.
E.g. you bring a PSD, TGA, a PNG with ICC profile, a JPEG with progressive, … all things that Unity will happily eat (and convert internally) but that will totally make your data invalid for any glTF viewer.
No, If no compression extension is in the file it means it runs auto compression using toktx. It has to have the extension set compression to none explicitly