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Compressed texture atlases no longer produce invalid mipmaps for smaller atlas items by limiting the number of miplevels. This is based on the miplevel where the smallest atlas item is exactly one compression block large. To work around potential GPU texture sampling performance issues: try grouping items of similar sizes together in different atlasses to limit the amount of atlas items with a fairly large smallest miplevel.
Cancelling 6.1 port as this version of Unity is reaching end-of-life very soon, a backport would not make it in time anymore.
With 2022.3 being in Extended LTS, backporting this could end up bringing more pain than it would solve by breaking existing projects that rely on the existing behaviour and / or potentially affecting performance. As such, at this time, we are opting to close this port out as "Won't Fix".
How to reproduce:
1. Open the “MipsBug.zip“ project
2. Open the “SampleScene“
3. Change the Platform to Android
4. Enter Play Mode
5. Select the “Terrain“ GameObject in the Hierarchy
6. Find and double-click the “Test Texture“ Texture field at the bottom of the Inspector
7. Change the Mip levels in the Preview in the Inspector
8. Observe the Preview
Expected result: All mips are rendered correctly
Actual result: mips 7-9 are rendered either in pink or white
Reproducible in: 2022.3.58f1, 6000.0.39f1, 6000.1.0b7, 6000.2.0a4
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
Notes:
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