I’m writing a simple atlas shader aware texel bleeding between subtexture regions but I’m not getting that instead I’m getting a horrible seam in screen space the size of pixels.
I’ve tried different texture filter modes bilinear (left) and point (right); In the attached image you can also see that I’ve left some padding so I shouldn’t be getting region “bleeding”.
The shader looks like this:
per vertex
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.posMS = abs(v.vertex.xyz);
per pixel
float2 fuv = frac(i.posMS.xz)*scale+offset;
float3 texColor = tex2D(_TextureAtlas, fuv).xyz;
return float4(texColor, 1);
Don’t have a clue of what could be happening. Thanks for any hint!
