Legacy Documentation: Version 4.5.0

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Texture.mipMapBias

var mipMapBias: float;
float mipMapBias;
mipMapBias as float

Description

Mip map bias of the texture.

A positive bias makes a texture appear extra blurry, while a negative bias sharpens the texture. Note that using large negative bias can reduce performance, so it's not recommended to use more than -0.5 negative bias. In most cases better sharpening of the texture can be achieved by using anisotropic filtering. Also note that mip map bias does not work with MaterialPropertyBlocks, and some platforms, e.g., OpenGL ES based do not support it without custom shaders.

See Also: Texture.anisoLevel, texture assets.

	renderer.material.mainTexture.mipMapBias = 0.5;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Example() {
        renderer.material.mainTexture.mipMapBias = 0.5F;
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Example() as void:
		renderer.material.mainTexture.mipMapBias = 0.5F