I am having an issue where a blob shadow on a character is causing some graphical oddities in the environment.
This dark area seems appear as a ring around where the camera is positioned, either in editor or in game. The left picture is of a flat area and the right shows what happens on a mesh with varying height (these are imported meshes and not the terrain editor). The lighting in the world has no effect on this. The effect goes away if I switch off the players shadow projector, so I know that is the cause.
This may or may not be related to a previous issue I had with blob shadows repeating across the environment model (http://forum.unity3d.com/viewtopic.php?t=32685&highlight=shadow). Projectors work fine in other projects, so I’m not sure what in this project is causing it since this did not always happen.
These artifacts are usually a result of texture settings. Make sure that the texture you are projecting is set to clamp rather than repeat, and check the “border mipmaps” checkbox before reimporting it.
The clamping stops the texture from simply being repeated across the entire terrain, and the mipmap borders ensure that the outside pixels of each mip level will be the same colour as those of the original image. This is important because it is the outside pixels that get repeated as the texture is clamped.
Thanks, checking the “border mipmaps” appears to have solved this issue. I’m not sure how these settings got messed up in the first place, but now I know how to fix it.
The mip map border setting is off by default, because it only really matters in situations where you are clamping the texture. For repeated textures, bordering would not be desirable. Clamping is also off by default so that people can tile textures using the tiling and offset values in the material inspector.
I am encountering another problem where this shadow projector issue comes back every time I build and run the game on the iPhone. No matter how many times I set the import settings or save the scene, this keeps popping up.