As can be seen in the following demo video the planes/materials/textures are start in game as very pixelated, some gets more sharp during the game, after some time, as if loaded into memory after a time.
The textures are of size 2048x1024
or 1024x512
The planes are of size/scale 2.5:2.5:5.0 - be approximately the height of the player and conform to texture ratio.
The master material for all planes blend mode is masked
The textures config is
Mip Gen Settings: FromTextureGroup
Texture Group: World
LOD Bias: 0 or 1 - depends on the image, where 0 starts extremely pixalated and becomes pretty sharp after a while.
NoMipMap is not possible due to the size of the textures, would splitting the textures into parts to reduce size would be a proper solution?
What’s the proper configuration to produce sharp looking images?