UV Map "Bleeding"

In my current block world “framework”, I’ve got it to where I’m creating chunks as individual geometries using UV mapping to make individual “blocks”…

However as you can see here, the colors from the neighboring textures start “bleeding” after a distance… why is this, and how can I fix is?

Currently I’ve set the magnification filter to “nearest”, other than that it is just straight-up face UV mapping…

I can try to post code if needed, but what I’ve got is quite lengthy, as I’m creating things that will be very useful later (but not yet used)…

You will need to have some sort of borders between the textures, to avoid the bleeding. Or you can disable mipmapping (see the MinFilter.****NoMipMaps minification modes such as MinFilter.BilinearNoMipMaps)

Thanks for the help, I had to use NearestNoMipMaps (I assume because I’m using nearest magnification), but I’ll probably just put a border around the textures… Would “clear” work, or would it have to blend with the texture?

It appears that even with the “clear” texture border, it still “leaks” through (but starting at a much farther distance)…

I know that this is becoming a very one-sided conversation, but after playing around with the settings, I’ve found a mix that I enjoy.

Thanks for putting up with another beginner question. :smiley: