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Question by webik150 · Sep 23, 2015 at 03:58 PM · 2dspritetexture2dprocedural texturing

Generated texture is black unless fiddled with

Hey, sorry for the title, I never know how to describe the situation in a short way.

In my game, I'm generating procedural textures for planets and stars. So... it works. It works really well, except for one thing.

This is what it looks like: alt text

Nice, isn't it... Apart from few black spots. Well, this happens when I regenerate it (just exit and hit play again, it chooses random seed each run): alt text

So I thought: "Hm... I must've messed up the code somehow.", so I checked everything, and realized everything was right...

I've found out, that if I double-click on the generated texture in the material, it will show some options in the inspector (aniso-level, wrap mode, and filter mode), and when I change ANYTHING there, the texture fills up. I've also tried saving the generated texture, and it saves it whole, with no black pixels.

Anybody experienced anything similar? Should I report this as a bug?

I'll probably crosspost to reddit as well, thanks :)

87b98fe4da9f9cf0d4444982207852d7.png (354.1 kB)
ec78f3c681a437a5c1396949f1c6a7fb.png (177.6 kB)
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Answer by webik150 · Sep 23, 2015 at 05:17 PM

Oh whoeverisupthere! I'm so stupid.

I only forgot to add

 myTexture.Apply();

to the code....

Wow...

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avatar image NerdIt- · Feb 15, 2020 at 01:45 AM 0
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I tried that and the Unity still thinks the texture is black. I am trying to read the pixel value from it, but they just keep co$$anonymous$$g up as completely black

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