[Feature Request] Point filtering for mipmaps generation

Hello.

I’m currently making a custom shader that requires sharp mipmaps, but the only filter modes that unity provides are Box and Kaiser which generate blurred mips.
So, I generate the mipmaps myself using PVRTexTool and import the texture as .dds, but it would be great if there was a Point (nearest) filter mode available directly in the editor.

You can write a script that renders into each mip level of RenderTexture, then apply into texture asset.
If you want that on all textures, you can do it in AssetPostprocessor.OnPostprocessTexture