✔️ Works in 2020.3 ➕ 2021.1
Mipmaps are scaled down versions of textures Unity generates which look and perform better when the texture shrinks on the screen. In this video, I wrap up this series on mipmaps by investigating how the renderer chooses which mip level to use and how you can influence this with SampleTexture2DLOD and mipmap biases. I also show how to sample textures outside of the fragment shader stage.
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🎬 Previous videos
► Part 1 - Settings and custom mipmaps: • Basics of Mipmaps in Unity Part 1! Im...
► The Partial Derivative Functions - DDX, DDY, and FWidth: • Basics of Partial Derivative Shader F...
💬 Video transcript
► https://docs.google.com/document/d/13...
⏲️ Timestamps:
0:00 Intro
0:55 Using GetTextureLOD
3:06 Reimplementing the mipmap choice algorithm
5:04 Mipmap bias
6:11 Sampling textures in the vertex stage
7:03 Wrap up and credits
🎖️ Credits, references and further reading:
• Lennart Demes: cc0textures - https://cc0textures.com/view?id=Brick...
• Astigmatic: Special Elite font - https://www.fontsquirrel.com/fonts/sp...
Music:
Perspectives by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song...
License: https://filmmusic.io/standard-license
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