0
Under review

MipMap Viewport Feature

Jonathan Lefebvre 10 years ago updated by alex4x 7 years ago 7
Hi,

Why shader from Shader Forge don't work with viewport mipmap fonctionnality ?

Good evening.
Could you elaborate a bit?
Yes, when you put a material with a Unity build in shader, you can use the mipmap option on the top, (RGB(default), Alpha, Overdraw, or MipMap)
And with SF shader or with custom cg shader from myself, all is blue.
And not with for example simple diffuse.
Try naming your main texture "MainTex" instead of, whatever name you had there before, and see if it works
Yes it work, but it is very annoying.
Cool! And yeah, it's annoying, but there's not much I can do about that apart from making it easier to set the texture name to MainTex, which is a planned feature :)

Hello! One question.

I want to use UV offset in fullscreen shader for a small copy of the screen - a highlight in a drop on the glass. If you take the color of one pixel which gets offset - it is not very great. whether it is possible to use instead MainTex MipMap texture to get the "average" value? Or MainTex not have MipMap textures?