hi, i tried the built in skybox, but there is some thin black lines, where i suppose the seam is. Does anyone know how to eliminate them?
Have you checked your image to make sure there isn’t a border? and that the texture is tilable?
No problemo
Tilable images should have similar pixels on one edge to another edge, this is an excellent explaination : http://graphicssoft.about.com/library/weekly/aa080499p2.htm
I know in gimp there is a nice menu option to make seamless, but I don’t know how to do it in photoshop. From what I can google you need to use the offset filter … couldn’t find any recent tutorials on how to do this, hopefully someone else can help you with that
Change the texture mode to “clamp”.
that did it, thanks a lot
thanks xomg !
If someone wants, with c# script :
myTexture.wrapMode = TextureWrapMode.Clamp;
Hi, since we updated Unity to 2017, this problem started to happen.
But the wrapMode solution dont work…
This is the code to view the skybox texture:
fixed4 frag (v2f i) : SV_Target
{
float3 dir = normalize(i.texcoord);
float2 longlat = float2(atan2(dir.x , dir.z ) + UNITY_PI, acos(-dir.y));
float2 uv = longlat / float2(2. * UNITY_PI, UNITY_PI);
fixed4 col = tex2D(_Tex , uv);
return col;
}
We guess that the atan2 is returning an infinity value when the normalized dir is zero.
This is the same method suggested in this shader offered from Unity:
Our shader worked well before updating from 5.6.1.
I have the same issue as Ricardo. Please help.
I encountered the same problem, and I solved it by turning off “Generate Mip Maps”
Setting the texture wrap mode to clamp solved the issue for me too. Thanks.
Change its Texture Type from Default to Sprite (2D and UI) just resolved for me