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Texture atlas and bleeding

Discussion in 'Editor & General Support' started by elitemantis, Apr 17, 2013.

  1. elitemantis

    elitemantis

    Joined:
    Nov 14, 2012
    Posts:
    7
    Hi, I'm working on some procedural content, and I'm texturing it using texture atlas:

    $tilemap.png

    I'm addressing them using UV coordinates, say 0.50-0.75 for the sand tile. Unfortunately for me, this causes severe bleedng when looking head on at edge:

    $kobe004.png

    Any idea how to fight that? I am using point filter mode and trucolor format.
     
  2. Gibbonator

    Gibbonator

    Joined:
    Jul 27, 2012
    Posts:
    204
    That may be caused by mip mapping. Have you tried disabling it in the texture import settings?

    Another thing to try is offsetting you texture coordinates by half a texel.
     
  3. elitemantis

    elitemantis

    Joined:
    Nov 14, 2012
    Posts:
    7
    Yes, I have tried disabling, enabling, and playing around with values. Will try offsetting by half a texel, maybe that'll work.
     
  4. elitemantis

    elitemantis

    Joined:
    Nov 14, 2012
    Posts:
    7
    I've padded my textures. works better (still, I'm losing on some amount of details, but I guess that can't be helped)

    thanks