How to force BC1 texture compression?

Hey! I have texture mask, where I sample values from. It has 3 channels.
When I use default compresson setting. i.e. DXT1/BC1, compression is always DXT1

Bump. Wouldn’t BC1, with 1-bit alpha, be perfect for alpha-masked shaders (leaves, fences etc.)?

Of course, it is DXT1, because of confusing (no more) names of texture compressions. Here’s how they map:

DXT BCn
DXT1 BC1
DXT2 BC2 with premultiplied Alpha
DXT3 BC2 with explicit Alpha
DXT4 BC3 withpremultiplied Alpha
DXT5 BC3 with explicit Alpha
- BC4
- BC5

If you choose “Default BC1 or BC3+A“ and your texture does not have Alpha channel, you get DXT1.
”Default BC1 or BC3+A” and your texture has Alpha chennel => you get DXT5.
”Masks (no sRGB)” and Compress Without Alpha = No => you get DXT1.
”Masks (no sRGB)” and Compres Without Alpha = Yes => you get DXT5.

For RGB-packed masks, I’d recommend using “Masks (no sRGB)“ which means DXT1 - which is perfect for VRAM efficiency. For more info, you can check my BCn Compression Guide