Additional info:
Because the mountains that i want to put the texture on are very big , i use in the terrain add texture the size: x:1000 and y:1000 (did 15 too and it still gets blurry) ; 0 offset ;0 metalic ;0 smooth
What i have tried to fix the problem:
-aniso level to max (16)
-texture is 2048x2048 RGB 24 bit
-filter mode from bilinear to trilinear
If someone can suggest something to me, i am willing to try.
Thank you
I have tried disabling / enabling / changing every setting at mipmap and there is no difference , it’s still as blurry.
I have tried that and sadly i get the same blurry effect.
The solution to the problem is this:
You make a C# Script and put this code in:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class TerrainBlurryTextureFix : MonoBehaviour {
//Add as Terrain Component and modify in text box
public float BasemapDistance = 80000;
private Terrain terrain;
void OnEnable ()
{
terrain = GetComponent<Terrain> ();
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += Set;
#endif
}
#if !UNITY_EDITOR
void Update ()
{
Set
}
#endif
void OnDisable()
{
UnityEditor.EditorApplication.update -= Set;
}
void Set ()
{
if (terrain == null)
terrain = GetComponent<Terrain> ();
else if (terrain.basemapDistance != BasemapDistance)
terrain.basemapDistance = BasemapDistance;
}
}
Just add this script as a component on the terrain in the inspector and modify the ammount of distance you want the script to render the texture for.
Also as another helpful script for distances , this is a Tree load distance:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class TreeDistanceRender : MonoBehaviour {
//Add as Terrain Component and modify in text box
public float TreeDistance = 6000;
private Terrain terrain;
void OnEnable ()
{
terrain = GetComponent<Terrain> ();
#if UNITY_EDITOR
UnityEditor.EditorApplication.update += Set;
#endif
}
#if !UNITY_EDITOR
void Update ()
{
Set
}
#endif
void OnDisable()
{
UnityEditor.EditorApplication.update -= Set;
}
void Set ()
{
if (terrain == null)
terrain = GetComponent<Terrain> ();
else if (terrain.treeDistance != TreeDistance)
terrain.treeDistance = TreeDistance;
}
}
Same as above just add this script as a component on the terrain in the inspector and modify the amount of distance you want the script to render the trees for.