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Graphics.CopyTexture copies wrong mip on Windows 10 build

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Hey folks, so I have this super simple example code that runs fine on the **editor** but behaves weird on a **build**: // _tex is a 2D Texture with mipmap displayed on left quad leftQuad.material.mainTexture = _tex; // Create a texture without a mipmap var tex = new Texture2D(_tex.width, _tex.height, _tex.graphicsFormat, 0, TextureCreationFlags.None); // copy full resolution texture (mip 0) and show it on right quad Graphics.CopyTexture(_tex, 0, 0, tex, 0, 0); rightQuad.material.mainTexture = tex; ---------- Te result looks like this: ![alt text][1] ---------- In other words: whenever I try to access `_tex.mip[0]` it behaves as if it was `_tex.mip[1]` meaning the mip with only half the width/height. I have tried this in a **compute shader**, using `GetPixels` and using `Graphics.CopyTexture`as above. Always the same result! ---------- I have tested all this using: - Unity 2020.2.3f1 - Unity 2020.2.2f1 Any idea? Help would be highly appreciated. [1]: /storage/temp/175439-copytexture-result.png

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