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LODs and normal-based textures

Discussion in 'World Building' started by antiflasher, Feb 8, 2021.

  1. antiflasher

    antiflasher

    Joined:
    Apr 9, 2020
    Posts:
    8
    I'm building my own terrain object (because standard Terrain can't work with a PBR Graph shader). I compose my terrain from segments and each segment has a few LODs. Then to each LOD I attach a material with PBR Graph shader, composing textures based on vector value.

    The problem is that LODs of a single segment have different normals thus the surface texture is drown differently (see the attachment).

    I think I can fix this problem if all LODs use the same surface texture. Is there a way to create material for LOD1...3 that grabs pixel color from LOD0? Or what's the best way to solve my issue?

    ezgif-6-9226cfa897e5.gif