Textures Are Changing Their Appearance

I have a set of objects whose textures change their appearance when the camera moves. The attached image shows three screen captures with the camera in different positions. The meterstick is made up of several segments, each with its own texture and material (so it can be zoomed WAY in). Every segment of the meterstick is exactly the same, as are the shaders. The only difference between them are the bitmap textures. This happens in Unity and in the web player.

You can see that as the camera moves left to right, the appearance of different segments changes. Certain segments appear washed out, although their transparency does NOT change. The same happens with every shader I’ve tried, and I’ve tried a bunch. With some shaders, the segments get lighter, and with others they get darker, but they never stay the same. I’ve also tried changing the camera position and FOV, turning lights on and off and moving them, changing the position of the meterstick and other objects in the scene, changing the texture import settings. No matter what I do, segments of the meterstick change as the camera moves.

Any ideas what might cause this or how to fix it?

I can’t see the textures (maybe the caching server is broke again). But if it’s happening at different angles, its probably just using a smaller mipmap. Try changing the aniso level on the texture to a higher value.

Changing the aniso level has no effect, nor does turning off mip maps.

I think it might have something to do with the texture’s transparency and/or alpha channel. If I set the material to plain diffuse with no transparency, the texture’s appearance doesn’t change. However, I need this object to be semi-transparent, and every material I’ve tried that supports transparency has the same problem. I’ve done transparent objects before in the exact same way with no problem. In fact, this meter stick is from another project where it works correctly.

I think it’s trying to mimic viewing through glass at an angle: the reflectance of the glass at the angles is causing the ‘washed out’ effect rather than the actual transparency. You want to ask a shading expert though and that wouldn’t be me.

I reattached the image, looks like it’s showing up now.

What shader are you using? Is it a specular shader? If so, I would guess it’s just specular highlights, try adjusting the shininess and the specular color, or changing to a diffuse shader. If it’s not a specular shader, then I’m not sure.