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Texture bleeding problem with texture atlas
I have made procedurally generated meshes, and textured them by setting the uvs of the gameobjects. The problem is that nearby textures "bleed" into the texture that should be used. For example, if a grass texture and a stone texture are nearby eachother in the texture atlas, when a block (the game's block-based) is set to be grass, there will be stone around the edges of it.
This post asks a similar question. The solution given was to have border around the individual textures that match the texture's colors. This solves the problem in textures close to the player, but as textures are farther away or at steep angles, the texture bleeding becomes apparent. The larger the border around the textures, the farther away or the steeper the angle must be in order for texture bleeding to occur, likely somehow due to MipMapping.
How can this be fixed?
Simplified image of the problem (blocks should be entirely black):
Texture atlas (16 x 16, with the block uv's being 1/16 to 8/16:
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