Explicitly setting "None" as compression mode results in default ETC1S compression instead

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

unity package of model attached

Original Post on Discord

by user 103054507105067008

Why another thread @ROBYER1 ? Isnt it the same issue basically like in the post from yesterday?

Can you try setting max size to 4k?

by user 103054507105067008

That 2k issue would be caused by UnityGltf then i believe

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

by user 103054507105067008

by user 103054507105067008

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

by user 103054507105067008

This looks like etc1s (both left and right)

toktx:texture(MFCR_UV_v1_FBX_MFCR_metallic_blue_roughness_green_AO_red): Spawning → toktx --genmipmap --bcmp --assign_oetf linear --assign_primaries none --threads 16

by user 103054507105067008

Exported with these settings on the source texture
MFCR15_lookdev_v0001.glb
image.png

by user 103054507105067008

Can you share it without compression applied? Export via context menu but the non-compressed option?

There you go, Unity Package on the root of this issue has the source files too

by user 103054507105067008

That file looks fine, no compression ext in it for that particular texture. We’ll have to check why compression still runs for it I think

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.

Thanks, hoping for None to not touch the source file aside from a resize if size is changed there

by user 103054507105067008

“not touch the source file” means: 100% JPEG then. We don’t copy out source files for textures, there’s too many things that can go wrong with that

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

OK, then this is what we’re doing wrong, that’s easy then :slightly_smiling_face: Explicit none means: no extension currently
image.png

Happy to test it out

by user 103054507105067008