Hi, I’m working on some procedural content, and I’m texturing it using texture atlas:

I’m addressing them using UV coordinates, say 0.50-0.75 for the sand tile. Unfortunately for me, this causes severe bleedng when looking head on at edge:
Any idea how to fight that? I am using point filter mode and trucolor format.
That may be caused by mip mapping. Have you tried disabling it in the texture import settings?
Another thing to try is offsetting you texture coordinates by half a texel.
Yes, I have tried disabling, enabling, and playing around with values. Will try offsetting by half a texel, maybe that’ll work.
I’ve padded my textures. works better (still, I’m losing on some amount of details, but I guess that can’t be helped)
thanks