Update README.md

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Rich Geldreich
2025-01-22 21:36:23 -05:00
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@@ -64,11 +64,11 @@ Supported Texture Compression Modes
This mode supports an optional [Rate-Distortion Optimizated (RDO)](https://en.wikipedia.org/wiki/Rate%E2%80%93distortion_optimization) post-process stage that conditions the encoded UASTC LDR texture data in the .KTX2/.basis file so it can be more effectively LZ compressed. More details [here](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-implementation-details).
Here is the [UASTC LDR 4x4 specification document](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-Texture-Specification).
Here is the [UASTC LDR 4x4 specification document](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-LDR-4x4-Texture-Specification).
3. [UASTC HDR 4x4](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-4x4-Texture-Specification-v1.0): An 8 bits/pixel HDR high quality mode. This is a 24 mode subset of the standard [ASTC HDR](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression) 4x4 (8bpp) texture format. It's designed to be high quality, supporting the 27 partition patterns in common between BC6H and ASTC, and fast to transcode with very little loss (typically a fraction of a dB PSNR) to the BC6H HDR texture format. Notably, **UASTC HDR data is 100% standard ASTC texture data**, so no transcoding at all is required on devices or API's supporting ASTC HDR. This mode can also be transcoded to various 32-64bpp uncompressed HDR texture/image formats.
Here is the [UASTC HDR 4x4 specification document](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Texture-Specification-v1.0), and some compressed [example images](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Examples).
Here is the [UASTC HDR 4x4 specification document](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-4x4-Texture-Specification-v1.0), and here are some compressed [example images](https://github.com/BinomialLLC/basis_universal/wiki/UASTC-HDR-Examples).
4. ASTC HDR 6x6/RDO ASTC HDR 6x6 (which is 100% standard ASTC HDR 6x6 texture data), or RDO ASTC 6x6 stored in the .KTX2/.basis file with a custom compressed intermediate format. Here's a [page with details](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-HDR-6x6-Support-Notes).