Closed zwcloud closed 5 years ago
Useful resources: https://forum.unity.com/threads/force-low-precision-float-on-unity-editor.676750 https://community.arm.com/developer/tools-software/graphics/b/blog/posts/benchmarking-floating-point-precision-in-mobile-gpus https://stackoverflow.com/questions/13005391/loss-of-precision-in-glsl-fragment-shader http://bitiotic.com/blog/2013/09/24/opengl-es-shading-language-potholes-and-problems/ https://forum.unity.com/threads/using-2-textures-and-mask-from-vertices.625861/#post-4193557
fixed in commit https://github.com/zwcloud/MeshTerrainEditor/commit/67e379552ac8b3d2aee0bb78ce311ea84166cc41
This solution requires unified tilling on splat-textures.
extra operation need:
MTE/Specialized/Mali 400/Legacy/3 Textures/Bumped
.1/original_tilling_of_splat-textures
.
Describe the bug
Ground looks pixelated on devices with ARM Mali 400 GPU.
To Reproduce
Expected behavior
the mesh-terrain is rendered as the same as on PC
Screenshots
https://youtu.be/_ZJiTEgpzGw
Environment