Problem with MipMaps on imported texture

Hi,

although I really appreciate the option of creating MipMaps automatically on texture import in general, I have a specific case here where it interferes with what I try to achieve:
I have a model with a default toon shader active, and its texture is (more or less) composed of three colors, black, white and a lot of magenta. Now, close up, everything looks as it should. However, when the camera is far enough away to cause the engine to blend in the first mipmap, the white and black areas mix up to gray which “bleeds” out of the black, drawn borders in my texture and partially overlays the magenta part which looks horrible to say the least.

I can think of two solutions for this, if you know how to do either of them please let me know:

  1. Disable mipmapping on that specific model/texture altogether. Since it is the player model we’re talking about, it will be present within a scene at most once, so disabling mipmapping on it should not affect performance too much. In earlier versions of Unity, there was a checkbox on the Inspector when importing a texture which would allow to disable Mipmaps, but either I’m blind or that checkbox is gone now… Anybody knows where to find that option?

  2. Import custom MipMaps for the texture. During my searches on Google I read that Unity will use the mipmaps stored within the texture if it comes as a .DDS format. Only - I have no program available which can save in that format. Anyone knows a good converter which will allow for mipmaps as well? Unfortunately I don’t have a Photoshop license, so the often-mentioned Photoshop plugin will not be of much help here I’m afraid.

Thanks,

Alan

Change from Texture to Advanced in the dropdown list, switch from repeat to clamp, use some more anisotropic.

Hi,

works like a charm, thank you :slight_smile:
Somehow I missed that “advanced” option in the import settings. That’s also where the checkbox to disable mipmap generation is located.

Thank you!

Alan