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How do I limit the lowest resolution of mipmaps?

Discussion in 'Shaders' started by SlimGhostRapper, Sep 30, 2021.

  1. SlimGhostRapper

    SlimGhostRapper

    Joined:
    Oct 6, 2018
    Posts:
    2
    I am very new to Unity, and I've already seen a thread about this
    https://forum.unity.com/threads/limiting-the-amount-of-mipmap-levels.650011/

    But I don't understand what to do and I need someone to walk me through it...

    I am working on a project/world in Unity 2019 4.30f1 for VRChat and am currently working on optimizing my map.

    Currently I have a texture atlas with very generous amounts of bleed (20 pixels and higher) between textures but I still have annoying texture seams/bleeding at a distance because the resolution of the mipmaps are getting waaay to small.

    I am not willing to disable mipmaps because it makes the textures look very bad and grainy...

    Is there a way to limit the lowest resolution of the mipmaps at a distance so as to stop the bleeding/seams?
     
  2. SlimGhostRapper

    SlimGhostRapper

    Joined:
    Oct 6, 2018
    Posts:
    2
    texture bleed.png
    Picture of the issue in question, note the reddish texture causing the seams at a distance..
     

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