Why is texture Filter Mode and Aniso level done per texture?

As the title says you have to go through every texture in turn to adjust your game’s filtering quality (apart from the Aniso force-on option in Quality settings, though I don’t know what Aniso level this uses).

In my experience these are set for all textures in a game, not on a per-texture basis.
It may be expensive for a graphics card to swap between filtering methods during a frame render and most graphics cards can handle trilinear filtering with no problem at all.

Can/could these 2 settings not be controlled in the Quality settings for all textures - is this a future/Unity3 option?

Typically you use point filtering for some special effects, and bi/trilinear for the rest. It’s unlikely you’d want to force everything to point filtering. Also you may be targetting older cards, where trilinear makes a difference, so you’d only want to use that for some textures where it actually matters, and not all. So it’s frequently not feasible for that to be a project-wide setting, although maybe it could have an optional global setting like with aniso.

–Eric