I want to implement a water cube however when I use a displacement texture to store the compuatation results and pass it to shader to do displacement, the top plane of the cube has seam between neighbour 4 plane like the picture shows,Is it the problem of the settings of importing mesh to unity or shader error or original mesh settings in 3DMAX?
my vert shader code is shown below
Varyings vert(Attributes input)
{
float4 heightInfo = tex2Dlod(_HeightMap, float4(input.uv, 0.0, 0.0));
float ifUpVertex = step(0,input.positionOS.y);
input.positionOS.y+=heightInfo.r*0.01*ifUpVertex;
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS.xyz);
Varyings output;
output.positionWS = positionInputs.positionWS;
output.positionVS = positionInputs.positionVS;
output.positionCS = positionInputs.positionCS;
output.screenPos = ComputeScreenPos(output.positionCS);
output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
return output;
}
![9428021–1321700–Y_SZWBNY}4$SLONHL]FM6U5.png|1103x642](upload://rFfx9LahWeHZSftZXbYBWyOFcbm.png)