Time for action - nix the mipmapping

There's an unwanted sparkly effect that can occur when a 3D camera moves around a 2D image. A technique called mipmapping reduces this effect. Unity creates a series of images from your texture that are each half the size of the previous image, which allow the computer to figure out the best pixel colors to show to the player, reducing the sparkle effect.

Because our title screen is presented as is with no 3D camera movement, we're not really concerned about sparkle. And, as you can imagine, with all those extra images, mipmapping adds a decent amount of processor "overhead" to our game the amount of work the computer has to do to run it. As we don't need mipmapping, adding that extra strain, let's disable ...

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