Projector texture streak

Hi Guys,

I have this problem with my unity projector. All is well until I rotate the view to somewhat a level perspective with my platform. I then get these streak running across my geometry.

I was wondering if anyone knew what this is?

This is my custom unity shader code. I didn’t write it, I got it from one of the forums, but i really like how it only shows the item that I plug in. No lighting, nothing, just it’s default colors. But maybe there is a slight bug in it I don’t know:

Shader "Projector/Custom"
{ 
 Properties
 {
  _Color ("Main Colour", Color) = (1,1,1,1)
  _MainTex ("Cookie", 2D) = "gray" { TexGen ObjectLinear }
  //_FalloffTex ("FallOff", 2D) = "white" { TexGen ObjectLinear   }
  //_far("FarClip", float) = 1
 }
 
 SubShader
 {
  Tags { "RenderType"="Transparent"  "Queue"="Transparent+100"}
  Pass
  {
   Lighting Off
   Cull Off
   ZWrite Off
   Offset -1, -1
   
   Tags { "Queue" = "Transparent" "RenderType"="Opaque" }
   //Fog { Mode Off }
   AlphaTest Greater 0
   ColorMask RGB
   Blend SrcAlpha OneMinusSrcAlpha
   CGPROGRAM
   #pragma vertex vert
   #pragma fragment frag
   #pragma fragmentoption ARB_fog_exp2
   #pragma fragmentoption ARB_precision_hint_fastest
   #include "UnityCG.cginc"
 
   struct Input
   {
    float4 vertex : SV_POSITION;
    float3 normal : NORMAL;
    //float4 color : COLOR;
   };
   
   struct v2f
   {
    float4 pos : SV_POSITION;
    float4 uv_Main  : TEXCOORD0;
    //float4 color : COLOR0;
    float koef : COLOR;
   };
 
   sampler2D _MainTex;
   //sampler2D _FalloffTex;
   float4 _Color;
   float4x4 _Projector;
   //float4x4 _ProjectorClip;
   //float _far;
 
   v2f vert(Input v)
   {
   v2f o;
    o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
    o.uv_Main = mul (_Projector, v.vertex);
    
    float3 normView = normalize(float3(_Projector[2][0],_Projector[2][1], _Projector[2][2]));
    float d = dot(v.normal, normView);
    
    o.koef = d < 0 ? 1 : 0;
    
    return o;
   }
 
   half4 frag (v2f i) : COLOR
   {
    half4 tex = tex2Dproj(_MainTex, UNITY_PROJ_COORD(i.uv_Main)) * _Color * i.koef;
    //tex.a = (1 - tex.a);
    return tex;
   }
   ENDCG
  }
 }
}

The image looks like this:

Ive had a similar problem, although it was a while ago now, so I may send you on a wild goose chase, but I think its more to do with the image you use as your texture settings.

Check its clamped
Play with the mip-map settings

You could also look at ProjectorAdditive here: http://wiki.unity3d.com/index.php?title=Shaders