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Odd Ground ( terrain ) texture appearance
I'm working on an android game, and get this odd behaviour on two different phones after creating the build (apk) . (Both show the same odd looking terrain texture, while all the other textures for trees, bridges, etc are looking nice. ) In the editor, with open GL 2.0 emulation on (or without emulation at all) the terrain (is a sand texture) & actually looks like sand. Like this screenshot:
But when running on either Samsung S2 or Gionee M2 phones, the ground texture looks like the right hand picture in the screenshot. (rather blotchy...)
So, I've tried turning off MipMaps from the "sand" texture itself, and tried changing the compression to RGB 16 Bit (Essentially trying to use no compression). Wrap mode is Repeat, with Filter Mode set to Bilinear.
I'm not sure if I'm just checking the wrong settings and it's actually rendering like I've set it to... Here's a screenshot of the settings:
Lastly, in Build Settings, I have "Texture Compression" set to: Don't Overide.
Any thoughts or pointers of what to try/adjust or where to check further would be appreciated, since I'm finished the game, but the sand doesn't look like sand... :)
Hmmm, I have discovered that Samsung Galaxy S2 and Gionee $$anonymous$$2 both have the $$anonymous$$ali 400 chipset. (This SOC of the Galaxy S2 has it...)
But I'm not sure yet what to do with the textures...
At a guess, it probably has something to do with the shader, not the texture. See if there is a terrain shader for (older) mobiles.
Thank-you alucardj, I will check and see if this helps. Any chance you know how to manually change the shader for the terrain? I only now how, if I remove the terrain from the project, then place a new terrain, and delete the actual terrain asset, then the "terrain" in the hiarchy area, asks for a terrain asset to use and the shader to go with that. Otherwise, I'm at a loss at how to manually select the terrain shader for a project... Thanks!
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