How to fix seams in tiles produced by bilinear filtering?

Hi!

How to fix seams in tiles produced by bilinear filtering?
Bilinear filtering blurres the edges of tiles and it taints neighbor tiles resulting in a nasty seam, is there any way to fix this?

for example this tile has no seams, but because of bilinear filtering now it has seams all around it

Thanks in advance!

Here you can find solution

http://forum.unity3d.com/threads/246001-Low-quality-textures-in-Unity

Well no, I changed the resolution and also tried pixel snap on, the problem still there in fact pixel snap made things worst it made the tiles “shaky” like if point filtering was on.

Thanks for answering!

Add some padding around the tiles.

–Eric

Already tried that, the problem with that is, unity doesn’t have an option to slice the sprites with padding (seriously…) so I have to use the slice automatically option which give you even more noticeable seams. Maybe I’m being a little naive but why couldn’t unity apply the filter after splicing the sprites and not before?

EDIT: looking at the release notes of Unity 4.5 it seems they added padding and offset values for sprites.I guess I will have to download unity 4.5

The built-in grid slicer does have support for padding, however your texture must have gaps. If there are no gaps, filtering will cause pixel bleeding.

Well 4.3 didn’t had padding, the new 4.5 does. if you read my EDIT which I wrote in bold letters you will notice I find out that by my self. :wink:

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