Version: 2018.4
  • C#


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public float GetUVDistributionMetric(int uvSetIndex);


uvSetIndexUV set index to return the UV distibution metric for. 0 for first.


float Average of triangle area / uv area.


The UV distribution metric can be used to calculate the desired mipmap level based on the position of the camera.

The example code shows how this value can be used with some camera properties to calculate a required mipmap level.

using UnityEngine;

public class MyMipmapClass : MonoBehaviour { private Vector3 m_CameraPosition; private float m_CameraEyeToScreenDistanceSquared;

private float m_MeshUVDistributionMetric; private float m_TexelCount; private Texture2D m_Texture;

public void SetView(Vector3 cameraPosition, float cameraHalfAngle, float screenHalfHeight) { m_CameraPosition = cameraPosition; m_CameraEyeToScreenDistanceSquared = Mathf.Pow(screenHalfHeight / Mathf.Tan(cameraHalfAngle), 2.0f); }

public void SetView(Camera camera) { float cameraHA = Mathf.Deg2Rad * camera.fieldOfView * 0.5f; float screenHH = (float)camera.pixelHeight * 0.5f; SetView(camera.transform.position, cameraHA, screenHH); }

private int CalculateMipmapLevel(Bounds bounds, float uvDistributionMetric, float texelCount) { // based on // screenArea = worldArea * (ScreenPixels/(D*tan(FOV)))^2 // mip = 0.5 * log2 (uvArea / screenArea) float dSq = bounds.SqrDistance(m_CameraPosition); if (dSq < 1e-06) return 0;

// uvDistributionMetric is the average of triangle area / uv area (a ratio from world space triangle area to normalised uv area) // - triangle area is in world space // - uv area is in normalised units (0->1 rather than 0->texture size)

// m_CameraEyeToScreenDistanceSquared / dSq is the ratio of screen area to world space area

float v = (texelCount * dSq) / (uvDistributionMetric * m_CameraEyeToScreenDistanceSquared); float desiredMipLevel = 0.5f * Mathf.Log(v, 2);

return (int)desiredMipLevel; }

public void Start() { Mesh mesh = GetComponent<MeshFilter>().sharedMesh; m_MeshUVDistributionMetric = mesh.GetUVDistributionMetric(0);

// If the mesh has a transform scale or uvscale it would need to be applied here Vector3 scale = transform.lossyScale; float vertexScale = scale.x * scale.y * scale.z; m_MeshUVDistributionMetric *= vertexScale;

m_TexelCount = m_Texture.width * m_Texture.height; }

public void Update() { SetView(Camera.main);

m_Texture.requestedMipmapLevel = CalculateMipmapLevel(GetComponent<Renderer>().bounds, m_MeshUVDistributionMetric, m_TexelCount); } }