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Question by Stash329 · Aug 10, 2021 at 09:21 PM · texturerenderingblackspot

Black spots appearing on asset / texture

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Hello all,

I am having an issue with black spots (as per photo). Currently, when you walk up to these windows at a certain angle and distance, all of these random black spots begin appearing around the windows.

I have disabled all lightmaps, toggled all sorts of potential light sources that may cause this issue, disabled shadows, but still no avail.

Does anybody happen to have any idea what may be causing this? These assets were imported via Blender (if that helps troubleshoot).

Currently using Unity 2021.1.16f1

Cheers,

Stan. T

blackspot-issues.jpg (184.9 kB)
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avatar image Eno-Khaon · Aug 11, 2021 at 04:12 AM 0
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At a glance, those look primarily like self-shadowing artifacts.

Another thing to consider looking at, though, is what happens if you change texture import settings (at least for normal map) to turn off texture compression.

avatar image Stash329 Eno-Khaon · Aug 11, 2021 at 04:14 PM 0
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No luck. I disabled all texture compression, and even tried removing all textures to see if that may have been a potential cause. No dice.

This is very strange, I've never seen this before. I also tried downgrading to an earlier version of Unity, with no avail.

I am quite lost, haha

avatar image Stash329 Stash329 · Aug 11, 2021 at 04:23 PM 0
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Okay, I think I found a solution. I will write it as an answer.

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Answer by Stash329 · Aug 11, 2021 at 04:25 PM

After spending a bit of time with the trial and error process, I narrowed the potential cause to the character's camera. My clipping planes (Near and Far) were 0.01 and 100, respectively. After slightly increasing the NEAR clipping plane to 0.1, the problem was fixed.

All worked out well! :)

cheers,

Stan. T

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avatar image Eno-Khaon · Aug 11, 2021 at 06:16 PM 0
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For reference, changing from 0.01 to 0.1 $$anonymous$$imum clipping plane is actually a significant change, and not a slight one at all. Making that change removes a whole factor-of-10 from the frustum calculations, leaving a lot more room for processing objects being rendered.

To quote an excerpt from Unity's Camera class:

The clipping planes also deter$$anonymous$$e how depth buffer precision is distributed over the scene. In general, to get better precision you should move the Near plane as far as possible.


Although it's just a brief, generic overview, there's still some useful information there as a starting point.

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