| # Effective ASTC Encoding |
| |
| Most texture compression schemes encode a single color format at single |
| bitrate, so there are relatively few configuration options available to |
| content creators beyond selecting which compressed format to use. |
| |
| ASTC on the other hand is an extremely flexible container format which can |
| compress multiple color formats at multiple bit rates. Inevitably this |
| flexibility gives rise to questions about how to best use ASTC to encode a |
| specific color format, or what the equivalent settings are to get a close |
| match to another compression format. |
| |
| This page aims to give some guidelines, but note that they are only guidelines |
| and are not exhaustive so please deviate from them as needed. |
| |
| ## Traditional format reference |
| |
| The most commonly used non-ASTC compressed formats, their color format, and |
| their compressed bitrate are shown in the table below. |
| |
| | Name | Color Format | Bits/Pixel | Notes | |
| | -------- | ------------ | ---------- | ---------------- | |
| | BC1 | RGB+A | 4 | RGB565 + 1-bit A | |
| | BC3 | RGB+A | 8 | BC1 RGB + BC4 A | |
| | BC3nm | G+R | 8 | BC1 G + BC4 R | |
| | BC4 | R | 4 | L8 | |
| | BC5 | R+G | 8 | BC1 R + BC1 G | |
| | BC6 | RGB (HDR) | 8 | | |
| | BC7 | RGB / RGBA | 8 | | |
| | EAC_R11 | R | 4 | R11 | |
| | EAC_RG11 | RG | 8 | RG11 | |
| | ETC1 | RGB | 4 | RGB565 | |
| | ETC2 | RGB+A | 4 | RGB565 + 1-bit A | |
| | ETC2+EAC | RGB+A | 8 | RGB565 + EAC A | |
| | PVRTC | RGBA | 2 or 4 | | |
| |
| **Note:** BC2 (RGB+A) is not included in the table because it's rarely used in |
| practice due to poor quality alpha encoding; BC3 is nearly always used instead. |
| |
| **Note:** Color representations shown with a `+` symbol indicate non-correlated |
| compression groups; e.g. an `RGB + A` format compresses `RGB` and `A` |
| independently and does not assume the two signals are correlated. This can be |
| a strength (it improves quality when compressing non-correlated signals), but |
| also a weakness (it reduces quality when compressing correlated signals). |
| |
| # ASTC Format Mapping |
| |
| The main question which arises with the mapping of another format on to ASTC |
| is how to handle cases where the input isn't a 4 channel RGBA input. ASTC is a |
| container format which always decompresses in to a 4 channel RGBA result. |
| However, the internal compressed representation is very flexible and can store |
| 1-4 channels as needed on a per-block basis. |
| |
| To get the best quality for a given bitrate, or the lowest bitrate for a given |
| quality, it is important that as few channels as possible are stored in the |
| internal representation to avoid wasting coding space. |
| |
| Specific optimizations in the ASTC coding scheme exist for: |
| |
| * Encoding the RGB channels as a single luminance channel, so only a single |
| value needs to be stored in the coding instead of three. |
| * Encoding the A channel as a constant 1.0 value, so the coding doesn't |
| actually need to store a per-pixel alpha value at all. |
| |
| ... so mapping your inputs given to the compressor to hit these paths is |
| really important if you want to get the best output quality for your chosen |
| bitrate. |
| |
| ## Encoding 1-4 channel data |
| |
| The table below shows the recommended channel usage for data with different |
| numbers of color channels present in the data. |
| |
| The coding swizzle should be applied when compressing an image. This can be |
| handled by the compressor when reading an uncompressed input image by |
| specifying the swizzle using the `-esw` command line option. |
| |
| The sampling swizzle is what your should use in your shader programs to read |
| the data from the compressed texture, assuming no additional API-level channel |
| swizzling is specified by the application. |
| |
| | Input Channels | ASTC Endpoint | Coding Swizzle | Sampling Swizzle | |
| | -------------- | ------------- | -------------- | ------------------ | |
| | 1 | L + 1 | `rrr1` | `.g` <sup>1</sup> | |
| | 2 | L + A | `rrrg` | `.ga` <sup>1</sup> | |
| | 3 | RGB + 1 | `rgb1` | `.rgb` | |
| | 4 | RGB + A | `rgba` | `.rgba` | |
| |
| **1:** Sampling from `g` is preferred to sampling from `r` because it allows a |
| single shader to be compatible with ASTC, BC1, or ETC formats. BC1 and ETC1 |
| store color endpoints as RGB565 data, so the `g` channel will have higher |
| precision. For ASTC it doesn't actually make any difference; the same single |
| channel luminance will be returned for all three of the `.rgb` channels. |
| |
| ## Equivalence with other formats |
| |
| Based on these channel encoding requirements we can now derive the the ASTC |
| coding equivalents for most of the other texture compression formats in common |
| use today. |
| |
| | Formant | ASTC Coding Swizzle | ASTC Sampling Swizzle | Notes | |
| | -------- | ------------------- | --------------------- | ---------------- | |
| | BC1 | `rgba` <sup>1</sup> | `.rgba` | | |
| | BC3 | `rgba` | `.rgba` | | |
| | BC3nm | `gggr` | `.ag` | | |
| | BC4 | `rrr1` | `.r` | | |
| | BC5 | `rrrg` | `.ra` <sup>2</sup> | | |
| | BC6 | `rgb1` | `.rgb` | HDR profile only | |
| | BC7 | `rgba` | `.rgba` | | |
| | EAC_R11 | `rrr1` | `.r` | | |
| | EAC_RG11 | `rrrg` | `.ra` <sup>2</sup> | | |
| | ETC1 | `rgb1` | `.rgb` | | |
| | ETC2 | `rgba` <sup>1</sup> | `.rgba` | | |
| | ETC2+EAC | `rgba` | `.rgba` | | |
| | ETC2+EAC | `rgba` | `.rgba` | | |
| |
| **1:** ASTC has no equivalent of the 1-bit punch-through alpha encoding |
| supported by BC1 or ETC2; if alpha is present it will be a full alpha channel. |
| |
| **2:** ASTC relies on using the L+A color endpoint type for coding efficiency |
| for two channel data. It therefore has no direct equivalent of a two-plane |
| format sampled though the `.rg` channels such as BC5 or EAC_RG11. This can |
| be emulated by setting texture channel swizzles in the runtime API - e.g. via |
| `glTexParameteri()` for OpenGL ES - although it has been noted that API |
| controlled swizzles are not available in WebGL. |
| |
| # Other Considerations |
| |
| This section outlines some of the other things to consider when encoding |
| textures using ASTC. |
| |
| ## Encoding non-correlated channels |
| |
| Most other texture compression formats have a static channel assignment in |
| terms of the expected data correlation. For example, ETC2+EAC assumes that RGB |
| are always correlated and that alpha is non-correlated. ASTC can automatically |
| encode data as either fully correlated across all 4 channels, or with any one |
| channel assigned to a separate non-correlated partition to the other three. |
| |
| The non-correlated channel can be changed on a block-by-block basis, so the |
| compressor can dynamically adjust the coding based on the data present in the |
| image. This means that there is no need for non-correlated data to be stored |
| in a specific channel in the input image. |
| |
| It is however worth noting that the alpha channel is treated differently to |
| the RGB color channels in some circumstances: |
| |
| * When coding for sRGB the alpha channel will always be stored in linear space. |
| * When coding for HDR the alpha channel can optionally be kept as LDR data. |
| |
| ## Encoding normal maps |
| |
| The best way to store normal maps using ASTC is similar to the scheme used by |
| BC5; store the X and Y components of a unit-length normal. The Z component of |
| the normal can be reconstructed in shader code based on the knowledge that the |
| vector is unit length. |
| |
| To encode this we therefore want to store two input channels and should |
| therefore use the `rrrg` coding swizzle, and the `.ga` sampling swizzle. The |
| OpenGL ES shader code for reconstruction of the Z value is: |
| |
| vec3 nml; |
| nml.xy = texture(...).ga; // Load normals (range 0 to 1) |
| nml.xy = nml.xy * 2.0 - 1.0; // Unpack normals (range -1 to +1) |
| nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z, given unit length |
| |
| In addition to this it is useful to optimize for angular error in the resulting |
| vector rather than for absolute color error in the data, which improves the |
| perceptual quality of the image. |
| |
| Both the encoding swizzle and the angular error function are enabled by using |
| the `-normal` command line option. Normal map compression additionally supports |
| a dedicated perceptual error mode, enabled with the `-perceptual` switch, which |
| also optimizes for variance in the normal vector over a small neighborhood. |
| This can improve perceived visual quality by reducing variability that is |
| amplified by specular lighting calculations, but it will reduce the apparent |
| PSNR of the image. |
| |
| ## Encoding sRGB data |
| |
| The ASTC LDR profile can compress sRGB encoded color, which is a more |
| efficient use of bits than storing linear encoded color because the gamma |
| corrected value distribution more closely matches human perception of |
| luminance. |
| |
| For color data it is nearly always a perceptual quality win to use sRGB input |
| source textures that are then compressed using the ASTC sRGB compression mode |
| (compress using the `-cs` command line option rather than the `-cl` command |
| line option). Note that sRGB gamma correction is only applied to the RGB |
| channels during decode; the alpha channel is always treated as linear encoded |
| data. |
| |
| *Important:* The uncompressed input texture provided on the command line must |
| be stored in the sRGB color space for `-cs` to function correctly. |
| |
| ## Encoding HDR data |
| |
| HDR data can be encoded just like LDR data, but with some caveats around |
| handling the alpha channel. |
| |
| For many use cases the alpha channel is an actual alpha opacity channel and is |
| therefore used for storing an LDR value between 0 and 1. For these cases use |
| the `-ch` compressor option which will treat the RGB channels as HDR, but the |
| A channel as LDR. |
| |
| For other use cases the alpha channel is simply a fourth data channel which is |
| also storing an HDR value. For these cases use the `-cH` compressor option |
| which will treat all channels as HDR data. |