# How To
## Basic Textures
Change the project settings for anisotropic filtering, and also on a per-texture basis.
`Project Settings > Rendering > Textures > (Enable Advanced) > Default Filters > Anisotropic Filtering Level = 16x`
Individual textures must be set to one of the `Mipmap Anisotropic` sampling options.
See also: [[Godot - Pixel Perfect Textures]]
## Shaders
# References
- https://www.reddit.com/r/godot/comments/wung6z/rant_anisotropic_filtering/
- https://github.com/godotengine/godot/pull/64739/files
- https://bgolus.medium.com/sharper-mipmapping-using-shader-based-supersampling-ed7aadb47bec