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