OK I’ve been looking at the samples in the Terrain Demo package and am curious as to the extended blurred background around the texture. What purpose does this serve and how did you generate it? See the attached image for the parts in question.
If that image has an alpha channel its probably because it was saved with a straight alpha. It Prevents the white (or black) halo u get around the border of the alpha channel with a bleed of the pixels on the edge of the image.
Yep, it’s to prevent halos. I don’t know how they do it in that image, but we use the Solidify filter from the Free Plugins here: http://www.flamingpear.com/download.html
I wish Unity just had a checkbox in the import settings to do this, but oh well implementation time priorities yadda yadda.
What is the best # of planes/polys to use for a detail texture? I made a bush with about 12 planes each with transparency and it really hits the frame rate when there are a lot of them.