Rotation UV coords on texture in material blur

Problem:
When rotating the uv coords on a texture in a unlit, opaque material does it occur blur.

Work arounds:
If I change blendmode from ”opaque” to ”TranslucentGreyTransmittane” does it solve the problem but the texture quality gets a lot worse.

I have tried but doesn’t make a difference:

  • Disable Motion Blur
  • Disable AntiAliasing
  • Disable Lumen
  • Enable Responsive AA in the material
  • Using DDX/DDY from an empty TexCoord

I have tried and made some difference:

  • Enable pixel animation

Zoom in on the video if you can’t see the blur it seems to be harder to see on a small screen like a phone.
Video here: https://drive.google.com/file/d/1A3JZf1VSmyl87fNfz7hZkP3uDR9DfQL7/view?usp=sharing

Usually, that’s due to three things.

  1. Not having mipmaps.
  2. Using compressed textures.
  3. Using nearest neighbor filtering on the texture.

Adding mipmaps is easy enough. You can use some of the sharpen filters in the mip generation setting. But we don’t usually recommend not using compressed textures. The problem is for maps like that, it’s basically UI. And UI textures, you want to leave them as Uncompressed. It’ll take a lot more memory though.

For the filter, open your texture and set the Filter property to bilinear or trilinear. Bilinear is usually good enough.

I don’t know if this is what is causing it. But it’s what I’ve encountered so you can try these at least.

I looked at the video you posted and the video compressing is blurring the whole thing, so I’m not sure what part is actually blurred. Rotating UV’s is gonna cause some amount of blurring no matter what.