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I think there is no single name for such technique but quite close are color mapping and color look-up tables. In such approach color from single channel texture can be remapped to final RGB color via 1-dimentional remapping texture. If you want to farther compress data and use 2 bits per pixel, then you can treat 8 bits of source texture pixel as 2x2 block ...


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Most current devices should be able to support an 8192 x 8192 texture, but the possible problem you might run into is how it might slow down the game’s performance significantly. This depends on a few factors. Below I have a list that determines this: GPU limits: some older/weak mobile GPUS limit textures to 512/1024. Most modern ones will handle at least ...


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