Search Issue Tracker
By Design
Votes
0
Found in [Package]
Issue ID
1330268
Regression
No
[Shadergraph] Sample Texture 2D LOD does not respect texture's bilinear sample state settings
Repro steps:
1. Import the attached shadergraph
2. Create a material from it
3. Set the texture2D on the material to a texture2D with the filter mode set to bilinear
4. Put the material on a sphere in the scene
5. In the scene settings enable "Animated Materials" / "Always Refresh"
Expected result: the sphere cuts between the two LODs over time
Actual result: the sphere smoothly transitions between the two LODs using trilinear filtering even though the texture is set to bilinear
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Error is thrown when clicking on warning in the console
- Long IL2CPP build time when project has a .ufbx library wrapper
- Cursor doesn't change to the resizing when using the Rect Tool and the Sprite is too close to the bottom of the Scene View
- InvalidOperationException exception is thrown when Editor Default Text Rendering Mode is set to "Bitmap" and Editor Font is set to "System Font" and an array is expanded in the Inspector Window
- "Sample Gradient" node can be connected to the "Sub Mesh Mask" input and makes the VFX Graph uncompilable
Resolution Note:
The UI isn't presented that way, but you can't actually do bilinear anisotropic on the hardware, so if you enable anisotropic, it forces trilinear as well.