Texture incorrect UV in long distances

EDIT: Problem solved by myself, disable the antialiasing was the solution.

I create a mesh terrain and indicate the UV of each triangle for get a different textures in the terrain.
The problem consist in that the terrain get the UV of different materials inside of a grid when is a relative long distance from the point. But the bugs don’t happen when you are near of the terrain or in the scene rendering. I want to clarify that the UV have the correct position in the grid, i check it.

Thanks for the help.

I put the assets and images of the problem:

Texture used:

Gif showing the problem (use HD for see the white lines):
acidicgrosshochstettersfrog

The same of the .gif but in two comparative image (zoom needed in the image for avoid that the compression of image remove the white lines in the image):

Terrain render in scene view (Same zoom that in the previous example for show the correct working):

Just remember a similar bug when i was working in a 2D Game, white gaps between tiles.
So i try the same solution but in this 3D project, disable the antialiasing, and it worked!.
Video of the bug in 2D:

1 Like