That text in your screenshot makes no sense. Whoever is doing your translations doesn't know what the hell they're doing.

It's 'j' because it extends below the baseline, letting me establish the lowest point.
Mipmap bias isn't it. I just had a second look and it doesn't seem Unity exposes a way to turn on mip-mapping after the texture has been created. It only seems to be an option at the creation time. You can try using tex.Resize() though, it has a way to turn on mip-mapping, but I don't know what effect this will have.