See: - https://github.com/Unity-Technologies/crunch/pull/14 by @blaztinn > The commit `4bb735f7966eedf414aa8e24533967cffd5bbcdb` only fixed the threading limit on the decoder part. Use the limit also in the encoder. > > Without this change we got random black squares on converted textures when compressed on Macos with 24 threads. > > The issue was not reproducible on Windows but I've added the limit there also in case it is a race issue that is harder to trigger on Windows. @ArctypeZach you may also be interested in testing that so we can merge it.