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Question by Essential · Sep 16, 2011 at 02:03 AM · textureskyboxcompressionseams

Texture compression Skybox seams

Trying to figure this out… There are seams in my skybox along all the edges caused (I think) by the texture compression, as the problem seems only apparent when textures are set to compression within Unity (for iOS).

http://img683.imageshack.us/img683/4927/screenshot20110915at202.jpg

They're all set to clamp.

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Answer by syclamoth · Sep 16, 2011 at 04:50 AM

Well, you've basically answered your own question here. At this point, I would be asking myself whether the obvious seams are worth the one or two hundered K that you save on space. In what way are you compressing the texture? Are you doing it using the texture importer, or are you compressing the images outside of unity? If you aren't using any screen effects that need alpha channels on the skybox, change the compression method to DXT1 instead of DXT5 to get rid of some unnecessary data.

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avatar image Essential · Sep 16, 2011 at 05:49 AM 0
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The texture format was PVRTC 2-bits. The only alternative I can really select where there's no artifacting is 24-bit True color. $$anonymous$$aybe I will leave off compression on the Skybox. But I'm very surprised nobody's encountered this before with all the iOS development Unity is used for.

avatar image syclamoth · Sep 16, 2011 at 08:48 AM 0
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Yeah, me too- compressing your skybox seems like a no-brainer for decreasing the size of your application...

avatar image asafsitner · Sep 16, 2011 at 09:35 AM 0
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Or you could perhaps not use a skybox at all and ins$$anonymous$$d use 2 cameras on different layers, one inside an actual box (or possibly another mesh)?

avatar image syclamoth · Sep 16, 2011 at 10:58 AM 0
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That's more of a means to and end- the textures would still be there, and the seams would still be a problem.

avatar image asafsitner · Sep 16, 2011 at 11:14 AM 0
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Why? Do you have seams on all your textures? Think tetrahedron or maybe a low-poly sphere with the texture on the inside and a static camera that only gets the same rotation as the main camera, rendering on a lower layer.

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