when i build my game if I have generate mipmaps on any texture its super pixelated and fuzzy. If I turn off generate mipmaps on the texture, Its crystal clear. It was my understanding that I needed these for performance reasons. Do I honestly needs mipmaps to help with performance, or am I safe with runing off all these mip maps/ how do I use mipmaps without my textures looking grainy and blurry. does not matter the distance, they look terrible.
If you have a 2D game, mip-maps might not make a lot of sense. If you have a 3D game on the other hand, mip-maps normally improve quality for distant objects and reduce bandwidth.
Ultimately, whether mip-maps affect performance in your game, should be analyzed using a (GPU) Profiler.
Im so confused thoa s to why the texture at a normal view distance, even up close has the “mipmap” version applied and not the full resolution texture…I would understand for far away objects but everything up close looks like crap.
As you can see mipsmaps on the red dirt texture just looking down at my feet look like crap. Turn mipmaps off and it looks great. YOu can see the grass without mipmaps turned off and the black dirt look like crap. If this is suppose to make far away objects look better, why would anyone sacrafice “within immediate view distance” for it…
This is obviously not the desired outcome of mip-maps. Perhaps it’s related to the active Quality Settings.
If Texture Quality isn’t set to “Full Res” on your active quality setting, then Unity uses a mip-map (thus lower resolution) for rendering. Turning mip-maps off for a particular texture, causes Unity to use the original texture size always. In this case it, would improve the visuals if you turn off mip-maps.
Another reason why it gets all super blurry could be improperly adjusted mipmapBias settings.
However, I would look for Quality Settings first. Which one is active? Is it causing the Texture Quality to scale down?
i have always had it set to full resolution and still getting the same results unless mipmaps are off. I just checked to make sure it was still set to full res.
There’s clearly something happening here that shouldn’t be, but what exactly I don’t think anyone here can say. @Peter77 ran down the usual suspects, with the only thing he missed being the shader itself.
I’d be curious if you used the texture with the Standard Shader on a flat plane if it has the same problem. If it does, than it has to be one of the options listed above. If it doesn’t than it’s likely a problem with the shader you’re using.