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Mipmap Bias


TLDR: The LIV2D unity SDK provides some shaders for its sprite meshes, would it be possible to add a mipmap bias on the shader level?

Context: I'm Using LIV2D for characters in a VR game, without mipmaps they are very scintillated.

I have tried razing the global minimum Mipmap level, this drops the performance to low. Altering global mipmap level also has negative performance impacts. Unity has no options (that are saved) for per texture mipmap bias's.
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