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Ignore alpha channel when using bilinear filter
Hello,
in my game, I'm using a texture array, storing the index of which texture to use in the alpha channel. The splat map is 128x128 pixels and while it is generally not that low of a resolution, compared to the dimensions of the mesh I'm using it is quite blocky. I tried using Unity standard bilinear filtering mode, but there are artifacts all over the borders (specifically, it's like every texture between the two selected in the array is drawn). I'm trying to achieve a smooth transition between those textures, but I don't know how to do it.
Is there any way to do so, via shader or by modifying the texture? I have to add that each entity that uses this texture array has its own material instance.
Thank you in advance!
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