Hello, I noticed something really strange as I was tweaking/learning each value in the Unity Terrain system. I lowered Base Map Distance so I could see what it does and when it goes into the lower quality texture state, the sand area of the terrain gets a really weird blue/green speckled look at the coast.
I provided a screen shot:
Is this because the lower mip map version of the splat map (which I imported from World Machine) is having its ARGB values compressed into overall colors greater than one?
Unity has nine levels of mipmaps, which one is it using?
Can I set the lower resolution splat map as well?
Has anyone else come across this?
Sorry, I’m not sure what this is, and what I could do about it, if later down the line I need lower resolutions for distant textures.