Unity Adds Antialiasing to Texture

I have a texture that is 13x25 it’s not a power of two and I read somewhere that if I use RGBA 16 or 32 Bit for the texture format that shouldn’t matter and it wont compress it, making it have no antialiasing. It does gives it antialiasing though and I don’t know why. Here are the pictures, one is a power of two and the other isnt.

alt text

My question is how do I make a texture that isn’t a power of two that doesn’t have antialiasing?

Thanks.

  1. Set filter mode to point
  2. Set wrap mode to clamp
  3. Set texture type to advanced
  4. Uncheck generate mipmaps

If you want perfect colors then change the texture format to something suitable, like ARGB 32 (alpha) or RGB 24 (no alpha), but if it looks ok with other compressions you should probably use them instead.

Change the “Power of 2” option to None. (Using the Advanced texture type.)