Use mipmap streaming to limit the size of textures in GPU memory.
For each texture in the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary view, Unity automatically calculates and loads mipmap levels only up to a specific level, instead of loading all of them. This means that Unity only transfers some mipmap levels per texture from disk to the CPU and the GPU.
Unity loads mipmap levels at the highest resolution possible, but uses lower mipmap levels if higher resolution mipmap levels don’t fit in the memory limit you set. For more information about setting a memory limit, refer to Configure mipmap streaming.
Unity caches mipmap levels on the GPU, to avoid repeatedly loading mipmap levels from disk and the CPU.
_ST
property for texture tiling and offset. For more information about the _ST
property, refer to Accessing shader properties in Cg/HLSL.