Texture.anisoLevel Manual     Reference     Scripting  
Scripting > Runtime Classes > Texture
Texture.anisoLevel

var anisoLevel : int

Description

Anisotropic filtering level of the texture.

Anisotropic filtering makes textures look better when viewed at a shallow angle, but comes at a performance cost in the graphics hardware. Usually you use it on floor, ground or road textures to make them look better.

The value range of this variable goes from 1 to 9, where 1 equals no filtering applied and 9 equals full filtering applied. As the value gets bigger, the texture is clearer at shallow angles. Lower values mean the texture will be more blurry at shallow angles.

See Also: texture assets.

JavaScripts
renderer.material.mainTexture.anisoLevel = 2;

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Awake() {
renderer.material.mainTexture.anisoLevel = 2;
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Awake():
renderer.material.mainTexture.anisoLevel = 2