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MipMap Bias for Surface Shader
Hello,
i already found this post https://answers.unity.com/questions/1212923/sprites-and-mip-maps-in-android-vs-ios.html but i need a surface shader and i'm not that into shader programming
so if anyone could help me how to add a specific mipmap bias to my textures via shader would be great. (especially if you could give me an explanation or so how to do this) would be very happy about any kind of help
i want to make an app for oculus quest / quest 2 and some of the textures have to be very crisp even from afar. i found this issue with the mipmap bias and in testing with a sprite shader the solution from the post above did the trick but i don't know how to use it for other shaders (don't like just copy/pasting things but want to understand it, too).
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