Terrain distant textures reverting to splat map?

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.

I haven’t seen that, but I would guess the base map isn’t getting computed for whatever reason.

–Eric

If you mean that instead of showing the base map, it’s showing the splat map, that would be wrong, because the green cliffs are being shown at lower resolution above it, otherwise I’m not sure I understand what you’re writing.