Trilinear Filtering Support

We’ve found that trilinear filtering does not seem to work on device or simulator leaving us with a hard transition between mipmaps, which is most noticeable on our normal maps. We’ve tried a combination of different import settings (filtering, aniso level, compression) and none help fix this issue. Disabling mipmaps entirely results in severe aliasing so that isn’t really an option. Any suggestions would be appreciated.

Hello! Is this using shader graphs or built-in shaders (e.g., URP/Lit or URP/Unlit)?

If you’re using shader graphs, one thing to note is that you have to use explicit sampler nodes, rather than relying on the settings in the texture importer.

Yes, we’re using shader graphs and adding a sampler state node has fixed it! Thanks for the quick reply.

Is it just me or does native do lines and text better than Unity? Is this due to the trilinear issue?