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Question Anisotropic Texture: Forced On wasn't working on some android devices

Discussion in 'General Graphics' started by eiwzkart, Nov 20, 2022.

  1. eiwzkart

    eiwzkart

    Joined:
    Feb 25, 2016
    Posts:
    45
    A player showed us that on his android (Samsung table and a Huawei), the texture looks like to have extremely low res and anisotropic level, you can emulate this visual effect in editor if you set Anisotropic Tex to "Disabled" or set Texture Quality to Quarter Res.

    However, we have confirmed that the player is using MAX graphic and we double checked the Quality Setting: Texture Quality is set to Full Res and Anisotropic is Forced on.

    This issue didn't happen to all players.

    But how could this happen on some android devices? it because of the hardware limit so the device forced to disable anisotropic? is there any way we can get around this?

    This is my Quality Setting and the Floor Texture setting
    upload_2022-11-20_10-10-58.png
    upload_2022-11-20_10-23-30.png
     
    Last edited: Nov 20, 2022
  2. eiwzkart

    eiwzkart

    Joined:
    Feb 25, 2016
    Posts:
    45
  3. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,844
    Exactly.
     
  4. mgsvevo

    mgsvevo

    Joined:
    Apr 10, 2014
    Posts:
    20

    I tried this trick, and it fixed the problem on my devices that doesn't support Anisotropic Filtering, the lower the bias value is the sharper your textures will look.

    For example, this line in a shader:

    Code (CSharp):
    1. fixed4 col = tex2D(_MainTex, i.uv);
    will look like this after the modification:
    Code (CSharp):
    1. fixed4 col = tex2Dbias(_MainTex, float4(i.uv,0.0,BiasValue));