How does the shader grab pixels from the texture? Or more specifically, how does the shader grab colors between the provided pixels? If you’d like an in-depth explanation of these topics, check out this exploration of texture filtering by graphics wizard Ben Golus.

Static Fields and Properties

TexSample Anisotropic This helps reduce texture blurriness when a surface is viewed at an extreme angle!
TexSample Linear Use a linear blend between adjacent pixels, this creates a smooth, blurry look when texture resolution is too low.
TexSample Point Choose the nearest pixel’s color! This makes your texture look like pixel art if you’re too close.