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Texture banding/aliasing issue
MipMaps generation is checked, antialiasing is on (2x), filtering is trilinear, Anisotropic is forced on, texture quality is full res - does anyone know how to fix this?
The issue has appeared after switching from LWRP (as some Android phones don't support it yet, i.e. were giving black screen).
Hey,don't forget to tweak your quality settings(ALL of them) since you can configure different Tier settings which will respect your quality settings you assigned to it(ALL of Tier types,Tier1,Tier2...).So configure both of these things(quality settings and tier types),since if target device hardware is not capable lets say running with Tier3 settings(lets say high ones) it will fall to lover ones that device is capable of spinning which also can mean your shaders precision will be lowered by default,so because of these two settings it is really easy to get unwanted results(square/pixelated textures look).If that doesn't help you can change few build settings-that's like third place where things can go wrong,so maybe try to not force some particular compression,experiment little bit also with different build settings.
Answer by daserge · Sep 15, 2018 at 07:50 AM
Thanks for your help everyone! The problem is solved - the issue was in a wrong Render Queue - the field GO was having a less order than an underlying object which resulted in aliasing and weird color mixing.