Mipmaps in Unity Part 2! Shaders, Bias, and Texture2DLOD! #Shorts Preview | Game Dev Tutorial

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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.

🎖️ Credits and references:

Music:
Perspectives by Kevin MacLeod

#Shorts #Gamedev #Unity
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This week's video will finish up my mipmap series by taking a look at how shaders interact with them: the difference between sample texture 2D and sample texture 2D LOD, mipmap bias, and the mipmap choosing algorithm. Will be live Wednesday! Thanks!

NedMakesGames