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Comments (6)

david-rhodes avatar david-rhodes commented on August 21, 2024

Appears to be caused by internal floating point precision issues. As an alternative workaround, use an unlit material.

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david-rhodes avatar david-rhodes commented on August 21, 2024

@brnkhy Think we could just set a minimum y scale value?

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Spaxe avatar Spaxe commented on August 21, 2024

I just bumped into potentially this issue ... but only on Windows 10, Unity 5.6.2f1. Pitch black.

On MacOS with Unity 5.6.1f1 this issue doesn't happen, although I did notice that at small tiles (say 0.5 TileSize), lighting doesn't quite work and I get a dim terrain.

Unlit is a workaround for now.

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wilhelmberg avatar wilhelmberg commented on August 21, 2024

So far I've only come across that issue on one of my Android devices using Slippy demo.
Spent some hours fiddling with various settings and the combinations thereof.

Hope I haven't forgotten anything but these are the only changes needed for Slippy.unity (from develop) to consistently reproduce the issue on Samsung Tab S2 8".

Does not occur on OnePlus 3 or Windows native or Windows Store/UWP.

Camera position:
image

Map

  • at 47.04071, 12.83326
  • Zoom: 14

results in:

z14

If I change SlippyTerrain/Factories/Resource/TerrainMaterial -> Shader to Unlit/color everything is white.
If I change it to Unlit/Texture
If I change it to Unlit/Transparent
If I change it to Unlit/Transparent Cutout

If I change the shader back to Standard but set map zoom to 15 it also works:

z15

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david-rhodes avatar david-rhodes commented on August 21, 2024

This is almost certainly related to a floating point precision issue, specifically in how lighting is calculated when the tiles are scaled so far down.

Another workaround is to increase the tile size when using lower zoom levels (this results in less transform scaling).

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david-rhodes avatar david-rhodes commented on August 21, 2024

Fixed: 032466b

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