Mip Maps (387180)

I wasn’t sure where to post this, but since I’m using Unity iPhone in this case, I figured I’d post it here…

Is there any way to customize the way mip mapping works? That is to say, the depths at which mip maps get stepped down by default appear to be too aggressive. In other words, not far out ahead of the camera, the texture turns into a muddy-looking mess. Disabling mip mapping is, of course, an option, but in lots of situations this can really harm performance. Is there any other way to manually alter mip mapping behavior?

Take a look at Texture.mipMapBias in script reference. That will allow you to shift mipmap transitions farther away from the camera.

Another common trick is to actually sharpen your lower mips in Photoshop. Lower the mip level - more sharp it should be.

Simply select Kaiser filtering in the import options and Unity will sharpen the mip levels for you

Aras helped me out with mipmap bias a while ago in another post, it did the trick nicely.

http://forum.unity3d.com/viewtopic.php?t=17142&highlight=

How do you go about getting your mips into photoshop, and then back into Unity? Are they stored somewhere in the project?

You can’t
Unity wouldn’t care about it and just recreate them or if you don’t let it create them, ignore it.

DDS is the only texture format that can store mipmaps technically. Don’t know if Unity 2.5 supports it thought

What was ReJ referencing then?

Only he can answer that.
Imported assets are stored in a way which does not offer you any kind of image file to rework that one.

I think I was mistaken myself. Just select Kaiser for MipMap filtering in the Import settings and Unity will do sharpening for you!