#Floor Texture Shimmering / Flickering / Jagged
1 messages · Page 1 of 1 (latest)
It looks to be related to mip mapping
The texture should have mip map generation enabled and filtering mode at least bilinear
Additionally trilinear and anisotropic filtering can improve this
And depending on the texture, different mip map generation methods or a positive mip map bias can improve it, trading flicker for a bit of blur instead
I've seen render scale or dynamic resolution features can change how mip maps are calculated, making them either blurrier or more flickery than expected, but it's not something I've dealt with directly
What is "positive mip map bias" ?
Try render scale 1x to see if that improves it, and optionally various values to see if it affects it one way or another
https://docs.unity3d.com/6000.0/Documentation/Manual/texture-mipmaps-introduction.html
Mip maps are smaller, pre-downsampled, effectively blurred versions of the texture used to avoid flicker at distances and to save resources
A positive bias can be defined per texture (iirc in platform specific overrides in import settings), which swaps to a higher, blurrier mip level more quickly as distance or viewing angle increase
I tried, how much less scale, worst the flickering gets
If I could put into the words what I feel I would say that it seems the some lines drawn horizontally are not pixel perfect and when I change camera position, walking forward for instance, some of them lose focus and get blurry, and then when I give another step, some of them realign and some of them get blurry
Oh, so I cant define that in inspector, only scripting, right?