I'm trying to pass a static Texture2D asset to a library, but it expects RGB24, RGB32, or RGB32A only. Those are uncompressed, so storing my texture in that format isn't really an option, it'd be enormous.
If I have my Texture2D stored in a compressed format, how can I convert it to RGB24 (or RGB32) in memory?
I know how to create a new Texture with the right format and size, I just don't know how to move the image data without a shader and rendertarget and so on, but I assume there's a quicker and easier way.
So, in C#, how to convert a compressed Texture Asset to in-memory RGB24?