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Question by ArsKvsh · Jul 13, 2015 at 07:46 PM · bugtreeblurhdrtree creator

Fix for strange black squares over trees when using blur?

Hello! I have a problem that first appeared in Unity 5.1.1f1 (and next patches didn't helped me). There are some strange black squares which are rendering over Tree Creator trees when I use different kinds of blur image effects with HDR. AA is disabled. Some strange thing: trees which haven't been rebuilt in Tree Creator in 5.1.1f1 don't cause that problem. I tried to create new projects, new scenes, also tried to rebuild the trees again, but I haven't got any result. You can say: "That problem is simillar to white sparkles in deferred path". But no. The issue is same with all rendering paths (suprisingly, with Forward too). Is it a bug or some my mistake? So please, look at the GIFs: alt text

alt text

I very need your help! Thank you in advance and sorry if there are mistakes in my English.

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avatar image cooperm211 · Jul 19, 2015 at 07:07 PM 1
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I'm having the same problem as well and with similar settings. The weird thing is that it just started happening in the past week or so even though my camera has had the same settings for a while.

avatar image meat5000 ♦ · Jul 25, 2015 at 01:15 PM 0
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Humour me. Remove dirty lens ins$$anonymous$$d of disabling it.

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Answer by ArsKvsh · Jul 25, 2015 at 01:04 PM

I found a temporary solution. Set the Shininess value in tree materials to 0.15 or higher.

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Answer by drsalvation · Aug 12, 2016 at 11:57 AM

I have a very similar problem. This happens mostly when I decimate some models or use a cloth component. I thought at first that it was because I was using UBER shader pack, but apparently, even using the standard shader gives me the same results.

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Answer by JotaRata · Jun 24, 2017 at 09:38 AM

I have the exact same problem, I think it's something with the Tree shaders maybe

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Answer by Andrew-Garrison · Aug 30, 2018 at 04:08 PM

I just had the same problem. It appeared to be because our meshes had some normals with a zero magnitude. Fixing the meshes fixed the problem for us.

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