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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

1

Found in

3.5.2f2

Issue ID

477115

Regression

No

Fadeout Mip Maps option is useless for color textures, always fades to grey

Asset Import

-

When you specify that a texture should 'Fadeout Mip Maps' it makes the higher mipmaps become grey. This is great for detail maps where fading to grey means it stops being visible, but this seems to also be the only way to blend between mipmaps.

If you run the 'Scene' from the attached repro project, to the left you will notice the 'seams' between the mipmap levels if you look closely. If you look to the right, there will be no seams, but the texture is fading to grey. There should be an option to blend the mipmaps without having it fade to grey.

Comments (2)

  1. 8ae259fdabb156414caca65f1ad3d677?d=mm

    kingbreedicus

    Jan 18, 2019 15:17

    It would be great to be able to set the colour.
    I have always wondered about the mip map solution to aliasing. Would fading to a colour represent an optimisation?
    Especially for projects using the Light Weight Render Profile, which don't need the same visual fidelity as normal & HWRP Unity projects.

  2. 8ae259fdabb156414caca65f1ad3d677?d=mm

    kingbreedicus

    Jan 18, 2019 15:15

    It would be great to be able to set the colour.
    I have always wondered about the mip map solution to aliasing. Would fading to a colour represent an optimisation?
    Especially for projects using the Light Weight Render Profile, which don't need the same visual fidelity as normal & HWRP Unity projects.

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