# 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