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Question by UrgeT · Mar 03, 2013 at 01:05 PM · textureterrainmissinggroundtoolkit

Textures gets one colored, blurry ?

alt text

alt text

I upgraded from free version to pro, and bought some assets from the assets store (Medieval Environment Pack and Xffect Editor Pro, they gave me some warnings, at first I ignored the warnings, some time after updated some of the scripts, this was after I had gotten blurry terrain, however does not seem that any of the warnings have anything to do with this).

I open up new project and tried to use textures there (without loading too many of the assets), same result, very weird, I have tried with and without terrain toolkit (that I used in the pictures) no difference there.

Turned pixel error up and down, turned base map distance up and down, turned of cast shadows on terrain, I did try Tree and Detail objects, tried to make main camera distance closer and more far, seems noting helps. I also tried the emulate graphics option (and these pictures are of what is the best graphic quality settings)

Edit:

Well after going back to an earlier backup (I keep 2 extra backups of this level) seems that about half of the textures are working again (grass and snow among them).

missing ground texture 3.jpg (262.8 kB)
missing ground texture 2.jpg (496.8 kB)
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Answer by VoodooSpecter · Mar 03, 2013 at 08:05 PM

I had this problem too. Removing the tri-planar terrain shaders let me view my old stuff normally... but I kind of want to know if there's a way to fix it so that the two can co-exist. The bug you are experiencing comes from the Medieval Environments pack. If you find a folder in that pack called Shaders / TriPlanarTerrain and just delete it you won't have the problem with your terrain anymore, but I don't know yet what effect that will have on the content in that pack. I recommend backing up the folder just in case. If I find a fix for it I'll try and post it up.

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avatar image UrgeT · Mar 03, 2013 at 08:38 PM 0
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Thanks that worked

avatar image Anonanimal · Oct 31, 2013 at 03:04 PM 0
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Was a solution ever found for this? I'm having the issue right now

avatar image UrgeT · Nov 06, 2013 at 08:44 PM 0
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Sorry late with responds there. As VoodooSpecter said the only solution was to delete the Tri-Planer Shaders folder. At least that is only way that worked for me.

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Answer by santadiego · Sep 16, 2014 at 05:11 AM

file: DesaturateEffect.cs

using UnityEngine;

[ExecuteInEditMode]

[AddComponentMenu("Image Effects/Desaturate")]

public class DesaturateEffect : ImageEffectBase {

 public float desaturateAmount;
 public Texture textureRamp;
 public float rampOffsetR;
 public float rampOffsetG;
 public float rampOffsetB;

 // Called by camera to apply image effect
 void OnRenderImage (RenderTexture source, RenderTexture destination) {
     material.SetTexture("_RampTex", textureRamp);
     material.SetFloat("_Desat", desaturateAmount);
     material.SetVector("RampOffset",new Vector4(rampOffsetR,rampOffsetG, rampOffsetB, 0));


// replace this line--> ImageEffects.BlitWithMaterial(material, source, destination);

/ with this -->/ Graphics.Blit (source, destination, material);

 }

}

file ThirdPersonController.js

     // Pick speed modifier

// replace this --> if (Input.GetKey (KeyCode.LeftShift) | Input.GetKey (KeyCode.RightShift))

/ Line: 193 with this --> / if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))

file: triPlanarTerrain.shader

         struct Input {
             float2    uv_Control;
             float3    worldPos;
             float3    worldNormal;
             float3    lightDir;
             float3    viewDir;
         };

         void vert(inout appdata_full v, out Input o) {


/ Add Line: 48 / o.uv_Control = 0; // init the structure

             o.worldPos = mul(_Object2World, v.vertex).xyz;
             o.worldNormal = mul(_Object2World, float4(v.normal, 0.0)).xyz;
             o.lightDir = normalize(ObjSpaceLightDir(v.vertex));
             o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
         }


file: triPlanarTerrainAddPass.shader

         struct Input {
             float2    uv_Control;
             float3    worldPos;
             float3    worldNormal;
             float3    lightDir;
             float3    viewDir;
         };
 
         void vert(inout appdata_full v, out Input o) {

/ Add Line: 45 / o.uv_Control = 0; // init the struct

             o.worldPos = mul(_Object2World, v.vertex).xyz;
             o.worldNormal = mul(_Object2World, float4(v.normal, 0.0)).xyz;
             o.lightDir = normalize(ObjSpaceLightDir(v.vertex));
             o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
         }




file: AntialiasingAsPostEffect.js

// change all occurences of Destroy with DestroyImmediate

 function OnDisable()
 {
     if(materialFXAAPreset2)
         DestroyImmediate(materialFXAAPreset2);
     if(materialFXAAPreset3)
         DestroyImmediate(materialFXAAPreset3);
     if(materialFXAAII)
         DestroyImmediate(materialFXAAII);
     if(materialFXAAIII)
         DestroyImmediate(materialFXAAIII);
     if(nfaa)
         DestroyImmediate(nfaa);
     if(ssaa)
         DestroyImmediate(ssaa);
     if(dlaa)
         DestroyImmediate(dlaa);
 }


Blank screen...

try1: delete the existing FP Controller, replace with Unity FPC

try2: Antialiasing, colorcorrrection are causing the FPC to misbehave, turn them off??

try3: MainCamera->Antialiasing as post effect-> AA technique = FXAA3Console or DLAA or??

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