Automatic Power of 2 Cropping

  1. The source pixel count is the same because both textures are the same resolution, so no. It’s actually (slightly) more expensive because there’s math involved in calculating the UV. The left one looks like your material, the right looks like this:
    image
  2. Possibly, but that would require more math. Also, don’t forget the color bleed issue.

It’s being applied to a mesh, so shouldn’t it not matter? The result is the same as what you’re already doing. But if you actually need to keep that, just store it with the texture or in the texture’s name.

It is only being stretched once. The texture is just being stretched/upsampled to the next power of two.


Forgot to mention I automated it using a script. It does it for all selected textures, so you can do it on all of your textures quickly.