Mip Map Bias workaround for Android (Unity)
Hello,
According to this Oculus blogg guide, setting the texture.MipMapBias to -0.7 is a recommended setting to keep the texture relatively sharp.
Google this: ( I can't post links )
common-rendering-mistakes-how-to-find them-and-how-to-fix-them
But as far as I can make out of the unity documentation, Android builds for such as Oculus GO and Quest, does not support this feature.
I am looking for a work around for Android in Unity.
Does anyone have any ideas?
According to this Oculus blogg guide, setting the texture.MipMapBias to -0.7 is a recommended setting to keep the texture relatively sharp.
Google this: ( I can't post links )
common-rendering-mistakes-how-to-find them-and-how-to-fix-them
But as far as I can make out of the unity documentation, Android builds for such as Oculus GO and Quest, does not support this feature.
I am looking for a work around for Android in Unity.
Does anyone have any ideas?
