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Basics of Mipmaps in Unity Part 2! Shaders, Bias, and Texture2DLOD! ✔️ 2021.1 | Game Dev Tutorial
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✔️ 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
💬 Video transcript
⏲️ 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:
Music:
Perspectives by Kevin MacLeod
#GameDev #IndieDev #Unity
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.
👋 Subscribe for weekly game development videos!
► ✨ Watch the full tutorial on Wednesday! ✨
👑 Join my Patreon to watch videos early, download all project files, vote on future topics, and more! Thank you so much!
🔗 Check out my website for a searchable list of tutorials!
🎬 Previous videos
💬 Video transcript
⏲️ 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:
Music:
Perspectives by Kevin MacLeod
#GameDev #IndieDev #Unity
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