I’m rendering an animated spritesheet (that is played using a custom shader) for a crowd to a RenderTexture (RT) so that I can use it around the stadium without relying on the expensive spritesheet animators (as well as tinting parts for clothing variation & reusing existing quad planes in the scene etc). However; I’m finding I get no mips with the RT.
I read around and found a post from years ago suggesting RT mips might not be supporting on all platforms (I’m on Android) but I just made a test scene in a D3D11 project and witnessed the same issue. I also tried disabling transparency but that didn’t make the mips appear.
According to Unity - Scripting API: RenderTexture.useMipMap they should be on by default. Is this a limitation of method I’m using?