Texture Overrides

Just a quick question about whether it is possible to have some kind of override for textures. I am aware of the current options in regards to the Aniso level, but in my case I need to be able to make out text on a sign from a further distance than what I am currently getting.

Is there some kind of override I can apply to an objects material? or maybe there is a shader I can use.

The game is based of a freeway simulator, and there are speed signs, and other signs the user needs to react too, and currently you can only make out the sign when it is too late.

I will continue to explore and search for a solution, but if anyone already knows that would be great.

Also, I am using an indie license, so if the solution requires some kind of “PRO” feature that would be ok, but not ideal.

Matt.

disable mipmapping, that will potentially help. additionally you might potentially want to use the material scale to make the text actually larger at further distances, that kind of making it a larger virtual texture, as you can’t use 100k x 100k textures to replicate reality :wink:

You can also increase the Anisotropic filtering setting of the texture. should be located on your C:\Program Files\Unity\Editor\Data\Documentation\Documentation\Components\class-Texture2D.html

Thanks guys.

Hmm, would scaling the actual image myself to varying sizes help in anyway and control the selected image via a script using the distance from camera?

Their has to be a way to remove all filtering all together, as in terms of performance having a few textures with no filtering wouldn’t effect the game too much.

with no filtering the texture will become unreadable already a few steps away as it will totally pixalate. Your only chance is the highest filtering options available at all, they prevent it from becoming unusable directly.