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Weird texture effect on terrain


YouGroove
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Shadmar is correct. The terrain shader uses a low-frequency lookup at far distances. This does a good job of reducing texture repetition, but it's a stylistic choice and not everyone prefers it. You can disable the effect with the shader modification he showed.

My job is to make tools you love, with the features you want, and performance you can't live without.

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It looks so bad, it's my taste.

 

Why not proposing a checkbox or two shaders at choice at terrain creation ?

- Standard universal like all 3D engines that looks good

- LE3 custom underground terrain shader

 

I don't want to modify shaders each time LE3 makes a huge update or simply modify standard shaders.

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More options means more things to break, and more confusion for the end user. I don't think the terrain shaders have been updated in six months, so you are pretty safe.

 

It might become a per-layer option in the future. That would make sense, because some textures work a lot better than others with this effect.

My job is to make tools you love, with the features you want, and performance you can't live without.

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In unity it looks like a single color from a distance. But it does depend on the type of texture if it works or not.

Have you some screenshots of your game with that effect ?

 

It looks like in the reality , on long distance it looks like a color with some noise and as you come near you will see the details.

It looks too bad when textures have strong patterns as you see these giant patterns from long distance.

At mid distance it's worst as you'll have the texture in detail , while you'll have the same texture upscaled on top of it , so it just looks bad.

 

Anyway , that's great if some people enjoy this system, i'll just change the shader to a standard one.

Stop toying and make games

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