├── .gitignore ├── Assets ├── Main.cs ├── Main.cs.meta ├── MipmapColor.shader ├── MipmapColor.shader.meta ├── SampleScene.unity └── SampleScene.unity.meta ├── Image └── hardware-vs-shader.png ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Ll]ogs/ 5 | [Bb]uild/ 6 | [Bb]uilds/ 7 | Assets/AssetStoreTools* 8 | 9 | # Visual Studio cache directory 10 | .vs/ 11 | 12 | # Autogenerated VS/MD/Consulo solution and project files 13 | ExportedObj/ 14 | .consulo/ 15 | *.csproj 16 | *.unityproj 17 | *.sln 18 | *.suo 19 | *.tmp 20 | *.user 21 | *.userprefs 22 | *.pidb 23 | *.booproj 24 | *.svd 25 | *.pdb 26 | *.opendb 27 | 28 | # Unity3D generated meta files 29 | *.pidb.meta 30 | *.pdb.meta 31 | 32 | # Unity3D Generated File On Crash Reports 33 | sysinfo.txt 34 | 35 | # Builds 36 | *.apk 37 | *.unitypackage 38 | .DS_Store 39 | -------------------------------------------------------------------------------- /Assets/Main.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Main : MonoBehaviour 6 | { 7 | public GameObject texturePlane; 8 | public GameObject shaderPlane; 9 | public GameObject shaderPlaneLarge; 10 | 11 | private int textureSize = 1024; 12 | 13 | private Color[] mipmapColors = new Color[] 14 | { 15 | new Color(1, 0, 0), 16 | new Color(0, 0, 1), 17 | new Color(1, 0.5f, 0), 18 | new Color(1, 0, 0.5f), 19 | new Color(0, 0.5f, 0.5f), 20 | new Color(0, 0.25f, 0.5f), 21 | new Color(0.25f, 0.5f, 0), 22 | new Color(0.5f, 0, 1), 23 | new Color(1, 0.25f, 0.5f), 24 | new Color(0.5f, 0.5f, 0.5f), 25 | new Color(0.25f, 0.25f, 0.25f), 26 | new Color(0.125f, 0.125f, 0.125f) 27 | }; 28 | 29 | private GUIStyle textureStyle; 30 | 31 | private void SetupTexturePlane() 32 | { 33 | if (texturePlane == null) 34 | return; 35 | 36 | var renderer = texturePlane.GetComponent(); 37 | if (renderer == null) 38 | return; 39 | 40 | var texture = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, true); 41 | for (int m = 0; m < texture.mipmapCount; m++) 42 | { 43 | var p = texture.GetPixels(); 44 | for (int c = 0; c < p.Length; c++) 45 | p[c] = mipmapColors[m]; 46 | texture.SetPixels(p, m); 47 | } 48 | texture.Apply(false); 49 | 50 | var material = new Material(Shader.Find("Unlit/Texture")); 51 | material.SetTexture("_MainTex", texture); 52 | renderer.material = material; 53 | } 54 | 55 | private void SetupShaderPlane(GameObject plane) 56 | { 57 | if (plane == null) 58 | return; 59 | 60 | var renderer = plane.GetComponent(); 61 | if (renderer == null) 62 | return; 63 | 64 | var material = new Material(Shader.Find("Unlit/MipmapColor")); 65 | material.SetTexture("_MainTex", new Texture2D(textureSize, textureSize, TextureFormat.ARGB32, false)); 66 | material.SetColorArray("_MipMapColors", mipmapColors); 67 | renderer.material = material; 68 | } 69 | 70 | void Start() 71 | { 72 | textureStyle = new GUIStyle { normal = new GUIStyleState { background = Texture2D.whiteTexture } }; 73 | 74 | SetupTexturePlane(); 75 | SetupShaderPlane(shaderPlane); 76 | SetupShaderPlane(shaderPlaneLarge); 77 | } 78 | 79 | void OnGUI() 80 | { 81 | float x = 10; 82 | float y = 10; 83 | float width = 200; 84 | float height = 20; 85 | 86 | var backgroundColor = GUI.backgroundColor; 87 | for (int i = 0; i < mipmapColors.Length; i++) 88 | { 89 | GUI.backgroundColor = mipmapColors[i]; 90 | GUI.Box(new Rect(x, y, width, height), "mipmap " + i, textureStyle); 91 | y += height * 1.3f; 92 | } 93 | GUI.backgroundColor = backgroundColor; 94 | } 95 | } 96 | -------------------------------------------------------------------------------- /Assets/Main.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f680763e5f0633488e71080fb1d7c53 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/MipmapColor.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/MipmapColor" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | } 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| m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # MipmapLevel 2 | 3 | calculate texture mipmap level in fragment shader. 4 | 5 | shader code 6 | ```c++ 7 | float4 _MipMapColors[11]; 8 | float4 _MainTex_TexelSize; 9 | 10 | fixed4 frag (v2f_img i) : SV_Target 11 | { 12 | float2 uv = i.uv * _MainTex_TexelSize.zw; 13 | float2 dx = ddx(uv); 14 | float2 dy = ddy(uv); 15 | float rho = max(dot(dx, dx), dot(dy, dy)); 16 | float lambda = 0.5 * log2(rho); 17 | int d = max(int(lambda + 0.5), 0); 18 | return _MipMapColors[d]; 19 | } 20 | ``` 21 | 22 | hardware mipmap level(left) vs shader mipmap level(right) 23 | ![mipmap level](/Image/hardware-vs-shader.png) 24 | --------------------------------------------------------------------------------