Comments (3)
The reason you have to add so many empty lines is because your texture is very big, to the point that most of the time you don't even see it fully, but only one of its mipmaps. Mipmaps are lower-resolution versions computed by the importer, which reduces by half the distance between the bottm of the grass and the bottom of the image at every level, so it gets closer and closer the further away you look from it. I wouldn't recommend using such a big texture as alpha-scissor will already make it look sharp at a lower resolution.
As for the issue itself, it happens in your case because you likely enabled MSAA. I don't have this issue without MSAA.
An easy way to fix it would be to disable texture repetition in the detail shader, which prevents the texture from wrapping to its bottom due to filtering when the top is rendered. In Godot 3 it used to be an import option of textures. Unfortunately, since 4.0 this option is no longer there, and it cannot be an inspector option because Godot shaders require you to hardcode this option as part of the shader:
// detail.gdshader
uniform sampler2D u_albedo_alpha : source_color, repeat_disable; // <--
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I'm assuming this is the desired setting for most cases, so I pushed the fix in beb990e.
If a different setting is required you may use a custom version of the shader.
from godot_heightmap_plugin.
Single line in the shader resolved the issue, there are no more lines.
Thank you!
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