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Question by jpriceOC · Apr 18, 2012 at 03:48 AM · lodblurry

Unity level blurry in the background

'm covering unity in one of my classes, and one of my students has made an environment and is having some issues with blurring. As you can see from the attachment:

  1. the walls are made of the exact same material (duplicated and moved) yet the panels look like different colors. i even put a white stripe in the center, but the shades change. it happens with or without lights.

  2. the floor tile image is clear until it goes back in distance, then becomes blurry? does this have to do with LOD? we are using the free version so is there any way to fix this?

  3. the bottom stripe of the wall becomes really blurry farther back. Can we somehow fix it so the resolution stays even farther back?alt text

screen2.jpg (271.0 kB)
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avatar image syclamoth · Apr 18, 2012 at 03:49 AM 1
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Look at your texture import settings. $$anonymous$$ess around with anisotropic filtering and mipmaps until you get the right result. The colouring issues happen because of real-time lighting- the amount of light fallin on each surface is different, therefore they look brighter and darker than each other! Check your surface normals- it looks as if they're curving into the wall on the edges, make sure they are pointing forwards all over the object.

avatar image Kryptos · Apr 18, 2012 at 08:10 AM 0
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$$anonymous$$ake sure you use deferred lighting. In forward rendering, only a limited number of light sources can be used.

Edit: since you are using the free version, you can't use this rendering path (deferred). Therefore I would suggest using lightmapping for the whole scene.

avatar image Zethariel1 · Apr 19, 2012 at 07:31 AM 0
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The blurring is a mipmap effect -- the texture gets compressed for performance enchancement, and I learned that without altering it, the distance isn't really that large and it gets really blurry really fast.

The different shades are the different light sources striking each unique gameobject at different angles. Since the faces of the GO's are apart, each of them is calculated differently. Should it be one long gameobject, the shading would be persistent.

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Answer by programmrzinc · Apr 19, 2012 at 12:45 PM

If you have a character in the level, move it closer to the area. if it gets clearer, its a rendering thing. If not, try importing the images as GUI or something.

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Answer by jprice1000 · Apr 19, 2012 at 04:27 PM

Thank you for your snswers

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