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Question by doctordingus · May 04, 2018 at 05:13 AM · pointfilterpixelatedmipmapslinear

Making mipmaps with pixel art look better?

For my textures, I am trying to go for an art style that is Minecraft-esque, where I use a lot of tiling of 32x32 textures. To preserve the hard pixelated edges, I use point-filtering for the textures. I created a test scene to show my issue.

Unfortunately, mipmaps look really bad with the low-resolution textures, as it becomes very noticeable where they transition: https://imgur.com/a/vyeRvlT

However, when I remove mipmaps, I get a lot of s$$anonymous$$mmering and ugliness at angles and distance: https://imgur.com/a/F9Cz8UA

I resized the 32x32 textures to 256x256, and used bilinear filtering with mipmaps, w$$anonymous$$ch looks great: https://imgur.com/a/7M0lZi9

T$$anonymous$$s workaround, however, is not ideal. I want to preserve the hard edges, but up close the textures are smoothed out due to the linear filtering. Not to mention that 256x256 textures are 64 times larger than 32x32 textures, w$$anonymous$$ch is a waste of memory considering the art style I'm going for.

Is there a somewhat simple way that I can fix the issue? I want the mipmaps because they prevent the pixels from s$$anonymous$$mmering, but it's just too muddy and noticeable when using point-filtering for textures.

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avatar image Harinezumi · May 04, 2018 at 07:16 AM 1
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Have you tried increasing the aniso level when you don't have mipmaps? To me the shimmering seems to be due to the low(er) viewing angle, for which anisotropic filtering was invented (if I remember correctly).

avatar image doctordingus Harinezumi · May 04, 2018 at 07:19 AM 0
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Thanks for the suggestion. Unfortunately, the option for increasing the aniso level is greyed out when using the point filter mode. Unless I'm missing something, I think that's only possible with the linear filter modes.

avatar image Harinezumi doctordingus · May 04, 2018 at 07:28 AM 0
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Ah, right, I forgot about that. Then I'm out of ideas :(

avatar image doctordingus · May 04, 2018 at 11:47 AM 0
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Bumpity bump?

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Answer by doctordingus · May 04, 2018 at 11:02 PM

bump? I really want to see if there is a solution that doesn't involve custom shaders, but I'm t$$anonymous$$nking that's probably what it'll be.

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Answer by brycedaawg · Feb 11, 2021 at 02:02 AM

Bump! Anybody find a workaround for t$$anonymous$$s? It would be great if minification filter, magnification filter, mipmap mode, and anisotropy were able to be set independently, as underlying grap$$anonymous$$cs APIs allow you to do.

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avatar image doctordingus · Feb 11, 2021 at 04:22 PM 0
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I never solved this. I was unfamiliar with shaders and what not, but I think that will be the solution. Maybe writing a shader that at a certain distance will average the colors of the surrounding pixels. I did once find a paid shader in the asset store that looks like it accomplished what I wanted but I never used it because it doesn't support shadows: https://assetstore.unity.com/packages/vfx/shaders/retro-aa-65509

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