Hey, I’ve been fiddling about with the projector that made my ship’s blob shadow so it wasn’t a blob, but in a rough shape of my ship.
However - now - there’s a really weird long line that’s being generated now…
I’ve been trying to fiddle about with everything, but in all honesty I have no idea what I’m even looking to change to fix this? Any pointers would be greatly appreciated
I’m not entirely sure about what must be done about it but the anomaly you are experiencing has to do with the alpha of the image and has most likely ocurred due to saving the image file incorrectly or even setting up the alpha of the image incorrectly i would look into the “alpha of blob shadows in unity” on google its your most likely solution hope this points you in the right direction :twisted:
I can’t find anything searching Google for “alpha of blob shadows in unity” or any such terms
And I added in the default FallOff picture to the FallOff bit as that thread said, but it didn’t seem to do anything; no changes.
Disabling “Border MipMaps” didn’t seem to do it either
Just in case this helps; The default “2 start, 3 end” Fadeout made a really obvious square and stuff. Turning “Fadeout” off made it look much nicer, but still leaving a less obvious square.
is your texture an alpha8 texture?
this is also mentioned in the thread as the final solution.
i had this problem with bullet decals but i never fixed it but this was where i hit a brick wall with alpha8 :evil:
can you check/look at your alpha chanel at all?
or even look at/edit your chanels all together?
you should be able to i read somewhere that gimp is the free alternative to photoshop and I know that photoshop does these things.
edit:
look for this option
Enable Build Alpha From Grayscale (this way you can make a grayscale cookie and Unity converts it to an alpha map automatically)
from this link
I know its for photoshop but gimp should have similarr options
then it may be possible that your alpha chanel has the wrong white/black area’s or is entirely the same colour though i could be chassing a dead fish. i’m sorry if i am but that’s as far as i know could be your issue. i have had similar issues with alpha chanels before but the blob shadow projector is the only instance that i’ve had this issue and as i said before i gave up in the end :evil: Alpha works on the idea that it renders the image based on the shades on the alpha, white spaces = render and black spaces = doesn’t render. and coughs up all kinds of anomalies if done incorrectly.
From Unity - Manual: Cookies
“The borders of the texture need to be completely black, otherwise the light will appear to leak outside of the spotlight.”
So completely white for a shadow. My cookie image was not completely faded out at the edges. Fixing that fixed the artifact.