GLTFast MipMapFix
Fixes mipmap rendering issues in the GLTFast glTF import plugin when loading models at runtime in Unity. Resolves texture aliasing and noise artifacts that appear at distance by properly enabling texture filtering and mipmap generation for imported glTF assets in Universal RP projects.
Unity Project
Built with Unity 2020.3.1f1 · download the source from GitHub

Dependencies (41)
Unity UI 1.0.0Timeline 1.4.6JetBrains Rider Editor 2.0.7VS Code Editor 1.2.3AI 1.0.0UI 1.0.0VR 1.0.0XR 1.0.0Didimo SDK - Core https://github.com/atteneder/glTFast.gitTextMeshPro 3.0.1Unity Version Control 1.3.9Wind 1.0.0Audio 1.0.0Cloth 1.0.0IMGUI 1.0.0Umbra 1.0.0Video 1.0.0Test Framework 1.1.22Physics 1.0.0Terrain 1.0.0Tilemap 1.0.0Visual Studio Editor 2.0.7Director 1.0.0Vehicles 1.0.0Animation 1.0.0Physics 2D 1.0.0com.unity.modules.androidjni 1.0.0UI Elements 1.0.0Asset Bundle 1.0.0JSON Serialize 1.0.0Screen Capture 1.0.0Particle System 1.0.0Terrain Physics 1.0.0Unity Analytics 1.0.0Image Conversion 1.0.0Unity Web Request 1.0.0Unity Web Request WWW 1.0.0Vivid RP 10.3.2Unity Web Request Audio 1.0.0Unity Web Request Texture 1.0.0Unity Web Request Asset Bundle 1.0.0
README
GLTFast_MipMapFix
Fix Unity plugin "GLTFast" mipmap issue
Reproduced Issue
- Use Unity 2020.3.1 (LTS)
- Use Universal RP
- Install GLTFast plugin
- Load model result.gltf in runtime
Expected result
- Texture represented correctly in long and short distance, with filtering and mip maps
Actual result
- Texture represented as "sharp" colorize "noise" in long distance without filtering and mip maps
Limitation
- Model can be processed, but should be still .gltf (.glb also not exepteble)
- GLTFast plugin should remain in "Packeges" you can't put source code in to "Assets" folder
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