Anisotropic filtering level of the texture.
Anisotropic filtering makes textures look better when viewed at a shallow angle, but comes at a performance cost in the graphics hardware. Usually you use it on floor, ground or road textures to make them look better.
The value range of this variable goes from 1 to 9, where 1 equals no filtering applied and 9 equals full filtering applied. As the value gets bigger, the texture is clearer at shallow angles. Lower values mean the texture will be more blurry at shallow angles. See Also: texture assets.renderer.material.mainTexture.anisoLevel = 2;
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Example() { renderer.material.mainTexture.anisoLevel = 2; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def Example() as void: renderer.material.mainTexture.anisoLevel = 2