Painting a fifth texture (the brown soil texture below) causes no problems. However attempting to paint over it using any of the first four textures (the green grass texture below) results in a flat whiteish colour (not represented in any of the terrain textures) appearing anywhere where there is a blend between the two. The only way to eliminate this in this case would be to completely cover the area with grass and then selectively add the soil back in. Not particularly workable.
I believe there’s 4 textures per splat map. So it appears that blending splat 1 over splat 2 causes an issue.
splat 1 is not exactly blended over splat 2, the splat-weights ar normalized and the additional splatmaps are rendered as an additive pass on top. Wrong normalization could cause this overbrightness, but i haven’t experienced this for my terrains.
Also, the first texture on the terrain is actually created using 100% blend, so you’d have the grass covering the whole area before blending in other textures, if it is the first. Check if you’re missing a texture somewhere or if some intended normalmap is not imported as NormalMap.
Thanks for the answer. I’m only using 5 textures and deleting any one of those removes the problem so I’m pretty sure it isn’t my content. That said apart from LegalSin I haven’t seen anyone else reporting a problem.
In any case I won’t have an issue soon, I’m replacing my road texture with a seperate mesh. 2 splat maps is too expensive on older mobile hardware.
I have the same problem (Unity 2018.3). I can reproduce it with more than 4 terrain layers, and this glitch appears only when I draw over the first 4 layers (for example 5 over 1).