I encountered a quite strange problem with the tree lighting (trees from Unity-Terrain-Assets). Everything looks correct in the editor - but when I build a stand alone version I get this result:
It happens to all trees and bushes, when they are switched from billboard to a real 3D-Object.
In Unity 2.6 everything worked well, since Unity 3[.1] this effect occurs on my laptop only (Inspiron9400/Geforce7900GS) - no problem at my PC (GTX260). So as the Editor shows it right it can’t depend on the graphics card, right?
I assume a problem in the tree shaders or build process? The project is set to Forward Lighting. The trees are using the Nature/Tree Soft Occlusion Shaders - nothing changed there.
yes, I mean the play mode and also the scene view. Everything correct there.
All settings are within the slider borders and are not changed via scripting.
Bushes are not infected, only trees. I also checked the “Refresh tree and details” button under terrain. I have the same problem on all 3 terrains (different scenes) in my project - so it is not a problem of one scene with strange settings - seems to be a general problem independent on size and detail quantity.
Quality is set to fantastique, but I checked all other settings: every setting the same problem. Fullscreen or windowed - no effect.
In the Editor/Scene view the trees are faded in (terrain setting Fade Length = 5) but in the build version the trees are switching at once - no fading.
independent from lighing method: vertex, forward, deferred
webplayer standalone have the same problem
in my Thread i do many test with different graphic cards pre-pixel shader 3 and i obtained the same bad result.
I think that is no a 7900 GS problem, but a general problem on not too new graphic cards.
I will test your player in other videocards.
bye