- Home /
How to eliminate visible edges on layered textures?
Hello Everyone!
I have a scene with sea waves made of six quads with scrolling textures on them. There is one problem though - there are visible quad edges on some textures, as indicated in the picture below:
As can also be seen in the picture, I am using Unlit/Transparent shader for each texture.
I managed to eliminate those edges by changing textures Filter Mode from Billinear to Point, but it caused a visible decrease of their quality.
Is there a way to make those edges disappear without losing quality?
Try making sure that the top row of pixels is entirely invisible. No guarantee that that's what's causing the issue, I've just seen before that that can cause problems.
One way I managed to remove those lines is to make one overlap the other.
For instance, if they are 2 of height make the first at 0, then next at 1.99999 then 3.999998 and so on. It is annoying and a hack but that is how I made it...
I have seen games on the app store with that line showing. So maybe you should not spend too much on this.
@fafase Thanks, but with some help I managed to fix it (see my comment under the answer below).
Answer by Kali2048 · Oct 11, 2015 at 12:33 PM
Just set your texture's "Wrap mode" to "Clamp".
If you need the texture to tile then keep wrap mode to "Tile" but make sure your UV do not come close to the top edge of your texture, this way the bottom pixel will not appear on top of your mesh
@$$anonymous$$ali2048 I set those textures to scroll by constantly changing their offset, so I guess that Wrap $$anonymous$$ode cannot be "Clamp". What is more, I have only two Wrap $$anonymous$$odes to choose from: "Clamp" and "Repeat" (Unity 5.1).
There was no need to change the Wrap $$anonymous$$ode, but a slight UV modification fixed the issue, thanks! :) All I needed to do was to add a few transparent pixels at the bottom of the texture, so now even if they are "looped" (with Wrap $$anonymous$$ode "Repeat") and appear on the top edge, they are not visible.