Hello everyone.
First, thanks ArenMook for making such a great plugin; I've been working with it for a long time and it's great. It's the first time I have an issue like this.
Here's my issue:
My game renders UI nicely across most Android devices. However, on older devices which only support ETC1 compression format (which doesn't support Alpha channel if I understand correctly), all sprites and bitmap fonts just show white rectangles (screenshot as attachment).
My Atlas material has the shader Unlit/Transparent Colored, and the Atlas texture has the import settings as Editor GUI and Legacy GUI. Either filters settings don't change anything.
The Texture Compression in the Build Settings is set to ETC (default).
I can reproduce it within the editor by selecting the atlas' texture, setting it to Texture import type and checking the Alpha from Greyscale checkbox. Maybe that means that old devices have this option forced at runtime, and they end up trying to get alpha values from the Atlas' grayscale, and that information is missing in my atlas?
Would that mean that I need to extract the alpha channel from the Atlas texture, save it in a separate file, and change the shader on the Atlas that would handle that?
If that's the case, which shader should I use to achieve this?
I'm using Unity 5.2 and NGUI 3.9.2.
Thank you very much for reading.