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Jumpy Textures?

Discussion in 'iOS and tvOS' started by jamesj3k, May 2, 2009.

  1. jamesj3k

    jamesj3k

    Joined:
    Feb 11, 2009
    Posts:
    41
    I'm not sure how else to describe this behavior other than "jumpy" or "jittery" textures.

    Here is the setup:

    A large flat plane made of two triangles.
    The most bare-bones shader (below)
    The texture is repeated many times (30-80)

    In the preview it looks great, but when it gets on the phone it looks terrible. The texture is blocky and if you look at it from certain angles, it jitters around.

    Any ideas how to prevent this? I've tried upping the poly count, but that doesn't seem to matter.

    Here is my shader for what it's worth:
    Code (csharp):
    1.  
    2. Shader "Custom/Bare Bones" {
    3.    Properties {
    4.       _MainTex ("Base (RGB)", 2D) = "white"
    5.    }
    6.    SubShader {
    7.       Pass {
    8.          SetTexture [_MainTex]
    9.       }
    10.    }
    11. }
    Thanks!
     
  2. OXYGEN

    OXYGEN

    Guest

    Joined:
    Mar 16, 2008
    Posts:
    1,101
    when you export your textures The Iphone compresses them...

    Not sure if this will work but might be worth a shot
    increase the texture size.

    also are you using power of 2 file sizes?
     
  3. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    UVs get imprecise at large distances. Tesselate the plane until the problem goes away.
     
  4. jamesj3k

    jamesj3k

    Joined:
    Feb 11, 2009
    Posts:
    41
    Ok, that's good to know. By tesselate do you mean subdivide so there are more polys?

    Thanks for the advice.
     
  5. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Yep, keep subdividing until it fixes the issue.
     
  6. jamesj3k

    jamesj3k

    Joined:
    Feb 11, 2009
    Posts:
    41
    Hmmm... I tried subdividing by plane several times until I had well over 1000 faces but it still does it. I think the problem is that my plane it just too large.

    I'm trying to create the illusion of an infinite plane that extends to the horizon. In my world, I have a large sky dome with a (water) plane that intersects it at the horizon line. The problem is that I either have this jumpy texture issue or I tile the texture once and loose all definition.

    I'm not stuck on this method, I just need a way to fake an infinite plane.
     
  7. jamesj3k

    jamesj3k

    Joined:
    Feb 11, 2009
    Posts:
    41