# mipMapBias

> The mipmap bias of the Texture.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public float mipMapBias { get; set; }
```

### Remarks

A positive bias makes a Texture appear extra blurry, while a negative bias sharpens the Texture.

Note that using large negative bias can reduce performance, so it's not recommended to use more than -0.5 negative bias. In most cases you can achieve better sharpening of the Texture by using anisotropic filtering.

Mipmap bias doesn't work with the following:

* MaterialPropertyBlocks.
* Some graphics APIs. For example Metal, or OpenGL ES unless you use custom shaders.

Additional Resources: [Texture.anisoLevel](/engine/6000.7/script-reference/unityengine/texture/anisolevel.md), [Texture assets](/engine/6000.7/manual/materials-and-shaders/textures/textures-getting-started/textures.md).
