Textures gets one colored, blurry ?

[8492-missing+ground+texture+2.jpg|8492]

[8496-missing+ground+texture+3.jpg|8496]

I upgraded from free version to pro, and bought some assets from the assets store (Medieval Environment Pack and Xffect Editor Pro, they gave me some warnings, at first I ignored the warnings, some time after updated some of the scripts, this was after I had gotten blurry terrain, however does not seem that any of the warnings have anything to do with this).

I open up new project and tried to use textures there (without loading too many of the assets), same result, very weird, I have tried with and without terrain toolkit (that I used in the pictures) no difference there.

Turned pixel error up and down, turned base map distance up and down, turned of cast shadows on terrain, I did try Tree and Detail objects, tried to make main camera distance closer and more far, seems noting helps.
I also tried the emulate graphics option (and these pictures are of what is the best graphic quality settings)

Edit:

Well after going back to an earlier backup (I keep 2 extra backups of this level) seems that about half of the textures are working again (grass and snow among them).

I had this problem too. Removing the tri-planar terrain shaders let me view my old stuff normally… but I kind of want to know if there’s a way to fix it so that the two can co-exist. The bug you are experiencing comes from the Medieval Environments pack. If you find a folder in that pack called Shaders / TriPlanarTerrain and just delete it you won’t have the problem with your terrain anymore, but I don’t know yet what effect that will have on the content in that pack. I recommend backing up the folder just in case. If I find a fix for it I’ll try and post it up.

file: DesaturateEffect.cs

using UnityEngine;

[ExecuteInEditMode]

[AddComponentMenu(“Image Effects/Desaturate”)]

public class DesaturateEffect : ImageEffectBase {

public float desaturateAmount;
public Texture textureRamp;
public float rampOffsetR;
public float rampOffsetG;
public float rampOffsetB;

// Called by camera to apply image effect
void OnRenderImage (RenderTexture source, RenderTexture destination) {
	material.SetTexture("_RampTex", textureRamp);
	material.SetFloat("_Desat", desaturateAmount);
	material.SetVector("RampOffset",new Vector4(rampOffsetR,rampOffsetG, rampOffsetB, 0));

// replace this line–> ImageEffects.BlitWithMaterial(material, source, destination);

/* with this -->*/ Graphics.Blit (source, destination, material);

}

}

file ThirdPersonController.js

	// Pick speed modifier

// replace this → if (Input.GetKey (KeyCode.LeftShift) | Input.GetKey (KeyCode.RightShift))

/* Line: 193 with this → */ if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))

file: triPlanarTerrain.shader

		struct Input {
			float2	uv_Control;
			float3	worldPos;
			float3	worldNormal;
			float3	lightDir;
			float3	viewDir;
		};

		void vert(inout appdata_full v, out Input o) {

/* Add Line: 48 */ o.uv_Control = 0; // init the structure

			o.worldPos = mul(_Object2World, v.vertex).xyz;
			o.worldNormal = mul(_Object2World, float4(v.normal, 0.0)).xyz;
			o.lightDir = normalize(ObjSpaceLightDir(v.vertex));
			o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
		}

file: triPlanarTerrainAddPass.shader

		struct Input {
			float2	uv_Control;
			float3	worldPos;
			float3	worldNormal;
			float3	lightDir;
			float3	viewDir;
		};

		void vert(inout appdata_full v, out Input o) {

/* Add Line: 45 */ o.uv_Control = 0; // init the struct

			o.worldPos = mul(_Object2World, v.vertex).xyz;
			o.worldNormal = mul(_Object2World, float4(v.normal, 0.0)).xyz;
			o.lightDir = normalize(ObjSpaceLightDir(v.vertex));
			o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
		}

file: AntialiasingAsPostEffect.js

// change all occurences of Destroy with DestroyImmediate

function OnDisable()
{
	if(materialFXAAPreset2)
	    DestroyImmediate(materialFXAAPreset2);
	if(materialFXAAPreset3)
		DestroyImmediate(materialFXAAPreset3);
	if(materialFXAAII)
    	DestroyImmediate(materialFXAAII);
	if(materialFXAAIII)
	    DestroyImmediate(materialFXAAIII);
	if(nfaa)
	    DestroyImmediate(nfaa);
	if(ssaa)
	    DestroyImmediate(ssaa);
	if(dlaa)
	    DestroyImmediate(dlaa);
}

Blank screen…

try1: delete the existing FP Controller, replace with Unity FPC

try2: Antialiasing, colorcorrrection are causing the FPC to misbehave, turn them off??

try3: MainCamera->Antialiasing as post effect-> AA technique = FXAA3Console or DLAA or??