HDRP Texture issue with LitTesselation. Textures appear Blurry

I’ve just started to implement my Textures from substance designer into Unity following the substance designer to unity workflow that Allegorithmic suggest. In there video linked here.

My textures look great in substance designer and in other 3d applications but when viewing the textures in unity. The texture look great closeup but the further away the texture is the blurrier it becomes.

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The Shader that is currently applied to them is the HDRP/LitTessellation

I’ve played around with the Tesselation options here:

156235-hdrp-settings.png

changing the Start Fade Distance & End Fade Distance clears up some of the issue but not enough for me to attribute it exclusively to that. Any help to improving the quality of this would be much appreciated.

This is due to mip-mapping. You can use anisotropic filtering to alleviate this - either set anisotropy per-texture or force it to be enabled in the quality settings;