Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4
2018.4
2019.2
2019.3
2020.1
2020.1.0a18
Issue ID
1208474
Regression
No
Terrain Details have Anisotropic filtering applied when its Texture Aniso Level is 0 and Anisotropic Textures is set "Forced On"
Steps to reproduce:
1. Open the attached project (case_1208474.zip)
2. Switch to the Game window
3. Under Edit > Project Settings > Quality, change Anisotropic Textures to "Forced On"
Expected result: No anisotropic filtering is applied to the GrassBlades texture
Actual result: Highest available anisotropic filtering is applied to the GrassBlades texture
Reproduced in: 2017.4.36f1, 2018.4.15f1, 2019.2.17f1, 2019.3.0f4, 2020.1.0a18
Notes:
- Happens on both "Grass Texture" and "Detail Mesh"
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note:
The issue here is that the individual textures are composited into an atlas. The atlas will not represent the anisotropic settings of the individual textures. It is either off, or forced on. Aniso settings should work normally if textures are assigned directly as texture inputs to a conventional material.