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texture detail on planes or other meshes
I'm having a problem with textures on a plane in the distance. How do I keep the original detail even at a distance? For instance if I wanted to create a 2D (or 2.5D) game like GTA2 with small textures but with original pixel detail?
Just figured it out. The plane I was using has only two triangles. I tried a Unity plane with several and the detail was as it should be. It's still not sharp like the original (anti-aliased). Any suggestions for that?
Ooh! converted from non-power of two to nearest and it sharpened up like a Jamaican $$anonymous$$achete. Nice. I think I've got it.
Answer by Cyb3rManiak · Aug 11, 2010 at 02:33 PM
That blurring effect you're experiencing on far away textures is Mip Maps. It's basically a set of lower-res textures (in several sizes, all smaller than the original) created so that when an object is far away - it could be rendered faster using lower-res textures. The idea is that far away objects are so small there's no reason to display the full res texture.
It's pretty simple to get rid of - in the texture import settings - uncheck "Generate Mip Maps".
Thank you. That certainly helps in my discovery. I'm new to Unity, so I've got a lot to learn.
If you disable the mipmap, you'll get point sampling artifacts ins$$anonymous$$d, which will probably result in flickering. Setting the texture scaling to "nearest" is part of the solution, since mipmaps can only be generated for power-of-two textures. You'll also need to set the filtering to "Trilinear" ins$$anonymous$$d of "Bilinear", otherwise there will be no interpolation between mipmap levels, and depending on your distance to the texture, Unity may suddenly switch from one mipmap level to another, without interpolation.
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