nearest

    The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.

    BaseMaterial3D.swift:82
    case nearest

    Other cases

    • case linear

      The texture filter blends between the nearest 4 pixels. Use this when you want to avoid a pixelated style, but do not want mipmaps.

    • case nearestWithMipmaps

      The texture filter reads from the nearest pixel in the nearest mipmap. The fastest way to read from textures with mipmaps.

    • case linearWithMipmaps

      The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth out pixels that are far from the camera.

    • case nearestWithMipmapsAnisotropic

      The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel.

    • case linearWithMipmapsAnisotropic

      The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel.

    • case max

      Represents the size of the TextureFilter enum.