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stretching UV's on terrain
Has anyone solved the problem of stretching UV's on vertical surfaces generated by heightmaps on terrain? I'm sure we are all well-aware of the issue, correct? When the offset between vertices is large (surface becomes vertical, like a cliff wall) but the UV allocation is constant you get big ugly stretched textures. Here is an example:
thanks in advance!
Thanks but that wont work for me for a couple reasons; mostly due to current dependance on Splatmaps for multi-texture allocation and vertex colors are used for something else. Good resource and there might be something there my engineers can use, so thanks!
To be clear, ideally someone has an artist-friendly solution :)
looks like others have posted this problem without sufficient resolution:
http://answers.unity3d.com/questions/11966/terrain-editor-painting-textures-on-wallscliffs-or.html The answer to this guy was "cover them up w/ objects"....:)
Answer by Jessy · Jan 15, 2013 at 06:49 PM
Somebody at least made an attempt.
http://forum.unity3d.com/threads/86022-Triplanar-Projection-Shaders-on-the-Asset-Store.
Answer by ravingbots · Sep 03, 2015 at 01:50 AM
I wrote a shader that eliminates stretched textures on vertical surfaces of Unity terrain:
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