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Unity - How to make a procedurally generated texture not pixelated?

Time:01-07

I am using procedural world generation in my Unity game, I would like to make the texture on it not pixelated but the tutorial I'm following doesn't show how to fix that. I tried googling it but no one else seems to know how to fix it.

This is what it looks like:

But how can I make it look like:

Links:

Code

Tutorial

CodePudding user response:

Divide the mesh into an X, so the existing four corners and the middle, and then color each wedge (North, East, South, and West) based on neighbor matching. If neighbors on two adjacent sides share a type (like North and East are both grass) then those corresponding wedges get the same texture as the neighbor.

Right now everything looks pixelated because you're drawing everything as squares.

You could make some transitional textures to apply in the wedges to look really good, and then those would only matter based on individual neighbors.

CodePudding user response:

Okay I learned how to use shader graphs and that fixed it for me.

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