Open OriAlon opened 7 years ago
Example screenshot?
The problem is that the shader pack wraps around the normal texture UV so the other side of the same texture is being used for the transition. This usually works for non-CTM textures as they are symmetrical left-right and up-down. The CTM textures are not always symmetrical and then sampling the other side of the texture causes visual artifacts.
Currently most shaders use REPEAT mode which works for seamless textures with symmetrical sides. For non-symmetrical textures the shaders could use REPEAT_MIRRORED which reverses the texture at the border which should fix the problem.
the same kind of edges that appear between different blocks with Displacement maps also happen between textures of the same CTM rule