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Question by deffan · May 24, 2020 at 09:01 PM · shaderlerpmasksurface shader

Shader issues when trying to fade between two tiles using a mask

In my surface shader, I am trying to do a "fade" between the grass and sand.
I am using a "mask" tile for this.

alt text
It looks as expected in the Scene view, but in the actual Game view it has these lines... the lines seem to be the opposite color (sand for grass and grass for sand).

If I flip the mask tile, the lines disappear but obviously I get the wrong end result...

Adding extra pixels around mask/tiles does nothing.

If I use a seamless mask the lines also disappear, but its not what I want.

Anyone has any tips/suggestions?

Edit 1 (more info):

  • Wrap mode is clamp
  • Filtering is point (none)
  • Mip-mapping is disabled

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avatar image Namey5 · May 25, 2020 at 01:16 AM 0
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Have you set the mask texture's wrap mode to clamp? These artifacts could be caused by mip-mapping/filtering selecting a pixel that has wrapped around to the other side of the texture.

avatar image deffan Namey5 · May 25, 2020 at 02:55 PM 0
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Wrap mode is clamp. Filtering is point (none). $$anonymous$$ip-mapping is disabled.

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Answer by deffan · May 26, 2020 at 08:38 PM

After randomly tinkering with values and settings, I managed to eliminate the lines by changing the cameras Rendering Path from Forward to Deferred.

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avatar image Namey5 · May 26, 2020 at 11:23 PM 0
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Did you have $$anonymous$$SAA enabled per chance? That might have been the cause, as switching to deferred would force disable $$anonymous$$SAA.

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