Use Quality settings to force anisotropic filtering for all Textures or disable it completely. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see: You've told us there are code samples on this page which don't work.
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If you want to make a , you normally use your main Texture to show areas of terrain such as grass, rocks and sand.
If your terrain is large, it may end up very blurry.
This means that you don’t lose any of your work when using these file types natively.
Using mip maps uses 33% more memory, but not using them can result in a huge performance loss.
You should always use mip maps for in-game Textures; the only exceptions are Textures that are made smaller (for example, GUI textures, , Cursors and Cookies).
Mip maps are also essential for avoiding many forms of Texture aliasing and shimmering.
Normal maps are used by normal map Shaders to make low-polygon models look as if they contain more detail. You also have the option to generate a normal map from a grayscale height map image.