If I have a black and white mask, I would like to compress it as a 1-bit texture with trilinear filtering to save on memory, and possibly use a much higher pixel resolution. Is there a way to do this manually, like, to set up my own compression settings profile to accept 1-bit masks? It shouldn’t be more expensive to have an uncompressed 1-bit texture at 512x512 resolution than the same texture with uncompressed 8-bit grayscale settings at 64x64. Also, what is the performance impact of trilinear filtering compared to bilinear? Does nearest neighbor (no filtering) help the rendering cost any?
I’m working on a master material to handle the tiling of texture assets to generate stuff like tiles and bricks without any noticeable tiling to the system at all. I want to sell it for being able to produce very high quality results with extreme efficiency and easy rendering. I’m at the point now where 3@512x256 maps (1 normal, 1 black+white mask, and 1 grayscale noise) can make very clean looking tiling bricks without any noticeable tiling at all, and a few maps of even smaller size can work wonders for tiles.