Search Issue Tracker
Quality Settings' Anisotropic Textures set to Forced On will enable anisotropic filtering on texture where it's set to 0
When "Anisotropic Textures" is set to "Forced On" in "Quality Settings" it'll apply anisotropic filtering to all textures, even if a texture explicitly has aniso disabled. This is a problem when you don't want anisotropic filtering (as in this case, for color grading using a LUT).
(note that I stripped the project to a bare minimum and I removed a bunch of shader keyword from the PostProcessing/Uber shader to make compilation times faster)
- Open the "Test" scene.
- Build a player on mac/metal (the project should already be configured) and run the build.
- The box on screen has a small green outline.
- Go to quality settings, disable Anisotropic Textures or set it to "Per Texture".
- Build & start again.
- No more green outline, expected result.
Reproduces in Metal, DX9, DX11, DX12 and Vulkan
Doesnt reproduce in GLCore
Reproduced: 5.6.0a1, 5.6.0b8
Not reproduced: 5.5.1p3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Only one shadow is cast when using Graphics.DrawMeshInstancedIndirect more than one time per frame
- Resources.UnloadAsset breaks Texture at runtime, shows up as black
- [Regression][Android] Banner Ads are invisible but clickable
- Unity crashes after few minutes when running MIDIHub software by humatic
- RenderTexture::FilterMode changes from Point to Bilinear when scene is played