Search Issue Tracker
By Design
Votes
0
Found in [Package]
Issue ID
1330268
Regression
No
[Shadergraph] Sample Texture 2D LOD does not respect texture's bilinear sample state settings
Repro steps:
1. Import the attached shadergraph
2. Create a material from it
3. Set the texture2D on the material to a texture2D with the filter mode set to bilinear
4. Put the material on a sphere in the scene
5. In the scene settings enable "Animated Materials" / "Always Refresh"
Expected result: the sphere cuts between the two LODs over time
Actual result: the sphere smoothly transitions between the two LODs using trilinear filtering even though the texture is set to bilinear
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
- Crash on TextCore::OTL_TableReader::GetOpenTypeLayoutTables when using Japanese Font as TMP Fallback
- TreeView.AddItem performance regression when opening EditorWindow
- Shadows are not visible in Player when using DX12 with Forward+ or Deferred+ rendering in URP
- Rendering Debugger Playmode debug UI scrolling is jittery when using click and drag to scroll
- Frame Debugger Target Selection Search Results window becomes too tiny to even see the default “Editor” selection when there are no search results
Resolution Note:
The UI isn't presented that way, but you can't actually do bilinear anisotropic on the hardware, so if you enable anisotropic, it forces trilinear as well.