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Question by routitsm · Aug 23, 2016 at 01:49 PM · texturemobile

Edges/Seams/Shadows ugly with Mobile/Diffuse shader

Hi,

After creating a model of the wall with windows in Blender and importing in as fbx into Unity 5, baking the lighting in a scene with multiple point lights the result is rather ugly with edges/seams darkened like in the image attached.

The texture is a simple 1024x1024 uniform colour image. The shader is Mobile/Diffuse

I tried setting Normals to "Calculate" and increasing the smoothing angle in import settings.

This is what it is supposed to look like (rendered in Blender) - a simple painted wall with a window: alt text

What could be the problem causing these these dark "mouldy" patches along the edges in Unity?

alt text

edgesproblemok.jpg (25.4 kB)
edgesproblem.jpg (16.3 kB)
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avatar image tanoshimi · Aug 23, 2016 at 01:51 PM 0
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And do you get this with other shaders assigned to the material also, or just $$anonymous$$obile/Diffuse? Are your textures set to clamp or repeat? Do you have an AO script on your camera?

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Answer by LuckyStreak · Oct 19, 2016 at 09:03 PM

Did you ever manage to fix this issue? @routitsm

I am able to fix this issue if I switch the lights to real time, but I want to use baked lighting.

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