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1-bit Alpha Texture Compression

Hello!

Does anyone know how to use 1-Bit BC1 alpha compression from within UE4? My texture keeps defaulting to BC5.
Using masking in the shader is great for transparency drawcalls, it doesn’t appear to change the compression type of the texture itself, which I’d like to do to save some memory.

Any ideas?

Thanks!

I have wondered same thing too. It would be great option to have.
Edit: Only problem with BC1 1-bit alpha is that 0 alpha also turn color to black which cause ugly borders if used with texture filtering.

Wondering the same thing too.

Jenny, I think if you divide the colour by the alpha in the shader you can get rid of those borders. :slight_smile:
Too bad it doesn’t look like we can use this at all…