Background: My hope was to replace all UISprites with UI2DSprites with Unity 4.6 but due to no support for GUIs which use the "HD mode via 0.5 pixel size + half resolution UI Root" technique, I'm not able to convert my GUI to pure UI2DSprites. Sliced sprites end up 2x too big with the above technique since the 0.5 pixel size does not get applied to them. =(
Problem: The above limitation means that I'm stuck using an NGUI atlas for my GUI, which is okay, except that as far as I can tell, there's no elegant way to auto-create an SD atlas from an HD one. We use TexturePacker for our non-NGUI sprites with an HD and SD "scale factor" to do output variants as Multiple-Sprite Sheets, and the awesome part is that it defines all the sprites rectangles for us. (big time saver since we change the sprites a lot)
As far as I can tell, the only way to get the same effect with NGUI is to have an HD and SD texture for every sprite (so no using "Sprite Mode: Multiple") and then manually create an atlas for both. Is there some trick I'm missing? For example: is there some way to convert a Multiple-Sprite Sheet into an NGUI atlas? This would allow us to still use TexturePacker and automate something that we're doing by hand just for NGUI (and not for the rest of the game).