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Question by Lucfran · Dec 30, 2012 at 08:30 PM · textureterrainblurry

Terrain texture looks really blurry

So recently I created a new terrain in my Unity Scene and when I add a texture to it, it looks really blurry. The texture is supposed to be 1024X1024 but it looks completely low quality. I know other people had the same problem, but i haven't solved it yet.

This is what it looks like: alt text

I hope someone can help.

colorwrong1.jpg (59.0 kB)
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avatar image Eric5h5 · Dec 30, 2012 at 08:51 PM 0
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Try zoo$$anonymous$$g in toward the first person controller. $$anonymous$$aybe the view is far enough away that you're seeing the basemap.

avatar image Lucfran · Dec 30, 2012 at 09:00 PM 0
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I already tried that. It didn't work. Thanks for helping anyway!

avatar image s_guy · Apr 29, 2013 at 12:19 AM 0
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Can you post the example source image and a screen shot of your material settings, shader settings, and custom shader code if any? Also it might provide some clues to post a screenshot, in editor, of this terrain after you hit the 'f' key (with mouse over editor scene view) with your controller selected.

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Answer by Nomibuilder · Oct 11, 2014 at 01:25 PM

The magic keyword here is mipmapping.

Mipmapping increases smoothness and decreases aliasing artifacts if a texture is rendered at a smaller size than its actual pixel resolution. However, even if displayed exactly at pixel resolution, it will introduce some amount of blurryness in Unity. In addition, several parameters influence how a mipmapped texture appears on the screen.

Essentially, you have two options:

To achieve a crisp rendering of your texture, set the Texture Type to "Advanced", disable MipMapping, and disable non-power-of-two scaling (otherwise you will introduce another level of blurring due to rescaling). The disadvantage is, you'll get aliasing artifacts, if you zoom out. To achieve a smooth display of your texture at any viewing distance, enable mipmapping, use "ToNearest" power-of-two scaling (sometimes even "ToLarger" might be better), and set the Filter Mode to "Trilinear" (This is important! Otherwise MipMap interpolation will not work). The disadvantage is some level of blurryness in your texture rendering

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avatar image equinox-eng · Jan 29, 2016 at 09:51 PM 0
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Oh $$anonymous$$an, this was really getting to me. You saved the day @Nomibuilder

avatar image Nomibuilder equinox-eng · Jan 30, 2016 at 07:30 AM 0
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@equinox-eng You are welcome :-)

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Answer by lxem · Dec 19, 2013 at 10:50 AM

I have had the same problem. Just check if there is strange shader in your project.

For example:
SnowMan/0000 terrain snow/atsV3 UnityTerrainSnow Package/Shaders/Terrain/TerrainReplacementAtsV3Snow.shader

My terrain is OK after I deleted this one.

I hope this will help.

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Answer by madcalf · Jun 27, 2013 at 03:38 AM

What worked for me was changing my camera's Rendering Path to Forward. It was set to Vertex Lit, which made my textures look blurry exactly like the original poster. Changing it to Forward made them sharp and crisp. Like night and day!

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Answer by Kubold · Jun 10, 2013 at 08:23 PM

Hey guys, same thing happed to me a moment ago and I think I figured it out.

If you have DirectX11 turned ON, you HAVE TO have a "Nature/Terrain" material assigned to the terrain. If you don't, the textures go blurry.

If you don't want to have a material assigned to terrain (because for example you use a TriPlanar script), turn OFF DirectX11 in Player settings and reset Unity. Textures go back to normal :)

Hope this solves your problem :)

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avatar image Sannpokunn · Jun 30, 2014 at 09:50 AM 0
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oh Thx,I've been bothered by this ridiculous problem for nearly all my day, this was really helpful, thx again.

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Answer by Pirogun · Apr 28, 2013 at 10:46 PM

I had this same problem but then it turned out to be the shaders that I was using were bad. I selected the terrain in the hierarchy then I went to Assets->Select Dependencies. Then I deleted all of the shaders and it worked perfectly. I hope this helps.

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avatar image Andy-Block · Apr 29, 2013 at 05:36 AM 0
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I had a similar issue, which I fixed by replacing the shader.

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