Hi! I have a problem using mip maps with a Texture2DArray.
I have a Texture2DArray filled with some uncompressed textures with their MipMaps created. I can see the MipMaps in the Texture2DArray preview and everything seems ok.

For some reason the MipMaps of the textures inside the Texture2DArray don’t seem to be used. When I force all the scene MipMaps to be for example a quarter of their resolution using “QualitySettings.masterTextureLimit” by code, all the textures used by standard materials seems to force the MipMaps, but this material with the Texture2DArray seems to be unnaffected.
I am using “UNITY_SAMPLE_TEX2DARRAY” inside the shader but if I force the MipMap using “UNITY_SAMPLE_TEX2DARRAY_LOD” it works, but I have to specify for all the materials using Texture2DArray’s the MipMap I want.
Shouldn’t “UNITY_SAMPLE_TEX2DARRAY” do that automatically using “QualitySettings.masterTextureLimit”?
Thanks in advance!