From Qualcomm_Adreno_OpenGL_ES_Developer_Guide:
QTI recommends the following strategy for selecting a texture compression format:
1. Use ASTC compression if it is available. 如果可用使用ASTC
2. Otherwise, use ETC2 compression if available. 否则, 如果可用则使用ETC2
3. Otherwise, select the compression format as follows:否则
a1. ATC if using alpha
b1. ETC if not using alpha
ASTC is a newer format and may not be supported or optimized on all content reation pipelines. Also the sRGB formats for ASTC are more efficiently handled on Adreno hardware than the RGBA formats.
ASTC是一种较新的格式,可能不支持或优化所有内容reation管道。此外,ASTC的sRGB格式在Adreno硬件上的处理效率高于RGBA格式。
From ARM® Guide for Unity Developers Optimizing Mobile Gaming Graphics:
ASTC texture compression is an official extension to the OpenGL and OpenGL ES graphics APIs.