UnityCsReference VS astc-encoder

Compare UnityCsReference vs astc-encoder and see what are their differences.

UnityCsReference

Unity C# reference source code. (by Unity-Technologies)

astc-encoder

The Arm ASTC Encoder, a compressor for the Adaptive Scalable Texture Compression data format. (by ARM-software)
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UnityCsReference astc-encoder
58 1
11,389 975
1.2% 4.2%
7.4 8.0
1 day ago 5 days ago
C# C
GNU General Public License v3.0 or later Apache License 2.0
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UnityCsReference

Posts with mentions or reviews of UnityCsReference. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-24.

astc-encoder

Posts with mentions or reviews of astc-encoder. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-03-24.
  • Doubts about _CameraDepthTexture
    2 projects | /r/GameDevelopment | 24 Mar 2022
    A1: The optimization suggestion in the original text is to remove the meaningless Alpha channel (defined in the original text that the Alpha channel has the value of 1). This is indeed helpful for memory optimization. In your test case, whether it is in png or tga format, after entering the engine, it will be converted to the internal format (RGBA, ETC, ASTC, etc.) by the engine. Imagine taking ETC2 as an example. If there is no Alpha channel and the compression quality is acceptable, RGB_Compressed_ETC2_4bits can be used. If this meaningless Alpha channel is added, then we will automatically select RGBA_Compressed_ETC2_8bits when importing the settings in batches. In this way, the memory is doubled. Regarding the ASTC in the question, the definition of the Texture import format (https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/AssetPipeline/TextureImporterEnums.cs) in the Unity editor source code has this comment: // ASTC uses 128bit block of varying sizes (we use only square blocks). It does not distinguish RGB/RGBA. That is, it has nothing to do with whether the Alpha channel is included. For an introduction to the ASTC format, I recommend you to read the ASTC Format Overview on Github: https://github.com/ARM-software/astc-encoder/blob/main/Docs/FormatOverview.md Regarding the issue of the new version of Unity mentioned in your previous reply, you can look at this issue on the Unity forum: https://forum.unity.com/threads/is-astc-rgb-encode-gone.660622 Some people may think that if the format of all textures in the project is ASTC, the meaning of removing Alpha is not very significant. In fact, it cannot be generalized. Although the size is the same, according to the test in (https://zhuanlan.zhihu.com/p/158740249), Whether there is an Alpha channel will affect the compression quality to a certain extent. Therefore, it must be used reasonably in the project.

What are some alternatives?

When comparing UnityCsReference and astc-encoder you can also consider the following projects:

fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production

compressonator - Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs

ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!

j40 - J40: Independent, self-contained JPEG XL decoder

Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`

icer_compression - Progressive, error tolerant, wavelet-based image compression algorithm

tinyraycaster - 486 lines of C++: old-school FPS in a weekend

fpng - Super fast C++ .PNG writer/reader

oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI

dotNext - Next generation API for .NET

osu-framework - A game framework written with osu! in mind.

raylib - A simple and easy-to-use library to enjoy videogames programming