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Mipmap level can be limited?

Discussion in 'General Graphics' started by Inovafertanimus, Mar 15, 2020.

  1. Inovafertanimus

    Inovafertanimus

    Joined:
    Dec 7, 2017
    Posts:
    2
    Hi there.

    Im working on a project for my oculus Quest with unity 2019.3.0f6. All the textures of the level are atlased into a texture2d with a resolution of 8192x8192 and it works great . I have few and cheap drawcalls, but there's a problem. A texture of that resolution generates 14 level of mipmaps and it bleeds a lot. i've use some padding on the blocks but the recomended padding for this is about 256 pixels , way too much.

    Any idea of how to limit de number of mipmaps generated? i've tried to create my own texture and set the mipmapcount to a low number, but the textures needs to be in astc format so Texture2d.setpixels32 don't work.

    Thanks.
     
    charleshendry likes this.
  2. Bobbyross

    Bobbyross

    Joined:
    Mar 24, 2017
    Posts:
    8
    Hi,

    I have the exact same problem. It creates white lines between the polygon tiles because it mipmaps away the entire atlas. Aniso level doesn´t make any difference?

    I will continue to try to find a solution...

    All the best,
     
  3. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,240