Difficulty in using smooth blurred textures in Unity - unity3d

I have planned to use blurred textures as shadow for my planes by just placing them on the surface below it.
In the first image you see below, there are three shadows.
1. Smiley's shadow: Default-Particle given by Unity and works great for this purpose.
2. Square: & 3. Arrow: A shape I created are not good enough.
To clarify the exact problem please find the 2nd image I have attached. The shadow(texture) is of very poor quality.
How to get the fine quality in blurred textures?
Image 1:
Image 2:

Check the import settings of your texture asset. This can be done by clicking the texture asset in the Project view. Then in the inspector view you can find "Format" drop down. You probably have either "Compressed" or "16 bit" chosen. If you change it to "Truecolor", the texture should look fine.

Related

How do i make a 3d game pixel perfect? so that there is no anti aliasing or other filtering applied

This is what the game looks like in the 'game' window in unity, which is what it should look like https://ibb.co/xjst4vw achieved by removing all lighting including ambient lighting.
And this is what it looks once built https://ibb.co/4RcbMv8
Why is there a haze in the border between colors? How do I get it to be pixel perfect?
The aspect ratio of the in editor display is 160x144
I have change the game resolution by going to >edit >project setting >player and changing the height and width to the right size
The camera is also passing to a render texture which is of the right size, with the filter mode set to point.
I cant figure out what is causing this. to my knowledge All lighting is turned off. It looks like some up scaling error or maybe some sort of anti-aliasing effect which has also been turned off everywhere i could find.
Does anyone have an idea about what might be causing this? thanks.
There is postprocessing window in unity where you can specify such things like antyaliasing and so on. I think that this will make your game pixel perfect.
Found the answer to my own question the resolution in the >edit >project setting >player >resolution and presentation need to be as high res as it can be so in my case for a 1920x1080 screen it should 1120,1008 which is 160x144 scaled up by 7.
Then send data from you're main camera to a render texture that is set to the resolution you want (in my case 160x144) and create UI canvas that takes up the whole screen and a raw image as a child. Then put the render texture you created in the texture.

Unity 3D screen stretched after applying low quality style texture

Overstretched Photo Frame Render texture settingsSo, basically, my problem is that my unity game, I want it to look like a PS1 era game, I made a render, and I made the size to 225x240. I also added a raw image so the camera can actually look, and I stretched it across the screen so the player could see the map on a full screen. Now comes the problem: Everything is stretched. The floor, the paintings, the table, etc,. All the 3D objects on the map are stretched. I would like to know why this happens and what I have to do to prevent it. I think it has something to do with raw image, as it is stretched. But I do not know how to directly fix it.
Raw Image stretch.

All shaders render black while using shadergraph in unity 2020 1.10f

I am doing a simple animation in unity and I wanted to add portal efecct using shadergraph 8.2.0 and everything renders black
like this
shader setings
I have no clue whatsoever what it is
I'm still learning the pipeline, however, I would think you need to scale up the texture on the top left, I can't read its name from the image. But you are getting the red/yellow mix, getting the swirl, but the area that's being blacked out is comparable to the texture I mentioned. Sorry I don't know how to put it exactly, but the white to grey to black gradient is not large enough so you are rendering the center fine just need to expand the white-grey area, I think scaling the texture up would produce the effect you want.

Unity2D let's me edit three thing when i create a material

enter image description here
When I created a Material it lets me edit Diffuse, Mask and Normal, which doesn't show up in my tutorial. Why is this happening and how do I fix it?
Under 'Shader' you have UniversalRenderPipeline -> 2D -> Sprite-lit-default, and this shader you can take Diffuse which is the main image, Mask which hides a part of the image and Normal Map which will fake depth with a normal map image. You can change the 'Shader' to 'Standard Shader' and that is likely what your tutorial is using.

Unity - Render Texture from Camera's targetTexture produces seams

I am attempting to render a specific section of my scene using a separate camera, and a render texture. That object is on a separate layer that the main camera is not rendering, but a separate camera is. The secondary camera has a target texture set to be a render texture that I have created. Everything is working as intended except for the fact that the object, when rendered to a texture, has a bunch of seams that are not present when rendering directly to the screen.
What it looks like when rendered directly to the screen:
Correct
What it looks like when rendered to a texture, and then displayed on a quad in the scene:
Incorrect
Notice how the second image has a bunch of transparent "lines" in between the sprites where there shouldn't be any.
I am using a basic transparent shader to display the render texture on the quad (since the background isn't part of the render texture, just the black crowd part). I have tried a number of different shaders, and none of them seem to make a difference.
The render texture's settings are: Width: Screen.width Height: Screen.height Format: RenderTextureFormat.ARGBFloat;
Unity Version: 5.2.3f1 - iOS Platform
Note: The reason I am doing this is so that I can apply a "Blur" image effect to the texture, and make the crowd in the foreground appear to be out of focus. Any alternative suggestions for how to do this are also welcome.
I'm not quite sure -- but it almost sounds like you have line ghosting. You may want to give this a read and let me know if that's what you're dealing with or not:
The reason for this is due to how the texture image was authored, combined with the filtering that most 3d engines use when textures are displayed at different sizes on screen.
Your image may have coloured areas which are completely opaque, coloured areas which are partially transparent, and areas which are completely transparent. However, the areas where your alpha channel is completely transparent (0% opacity) actually still have a colour value too. In PNGs (or at least, the way Photoshop exports PNGs) seems to default to using white for the completely transparent pixels. With other formats or editors, this may be black. Both are equally undesirable when it comes to use in a 3d engine.
You may think, "why is the white colour a problem if it's completely transparent?". The problem occurs because when your texture appears on screen, it's usually either upscaled or downscaled depending whether the pixels in the texture's image are appearing larger or smaller than actual size. For the downsizing, a series of downscaled versions get created during import. These downscaled versions get used when the texture is displayed at smaller sizes or steeper angles in relation to the view, and is intended to improve visual quality and make rendering faster. This process is called "mip-mapping" - read more about mip-mapping here. For upscaling, simple bilinear interpolation is normally used.
The scaled versions are usually created using simple bilinear interpolation, which means that the transparent pixels are mixed with the neighbouring visible pixels. With the mipmaps, for each smaller level, the problem with the invisible mixing with the visible pixel colours increases (with the result that your nasty white edges become more apparent at further distances away).
The solution is to ensure that these completely transparent pixels have a colour value which matches their neighbouring visible pixels, so that when the interpolation occurs, the colour 'bleed' from the invisible pixels is of the appropriate colour.
To solve this (in Photoshop) I always use the free "Solidify" tool from the Flaming Pear Free Plugins pack, like this:
Download and install the Flaming Pear "Free Plugins" pack (near the bottom of that list)
Open your PNG in photoshop.
Go to Select -> Load Selection and click OK.
Go to Select -> Save Selection and click OK. This will create a new alpha channel.
Now Deselect all (Ctrl-D or Cmd-D)
Select Filter -> Flaming Pear -> Solidify B
Your image will now appear to be entirely made of solid colour, with no transparent areas, however your transparency information is now stored in an explicit alpha channel, which you can view and edit by selecting it in the channels palette.
Now re-save your image, and you should find your white fuzzies have dissappeared!
Source: http://answers.unity3d.com/questions/10302/messy-alpha-problem-white-around-edges.html
Turns out that the shader I was using for my scene was using "Blend SrcAlpha OneMinusSrcAlpha" for some reason, when it should have been using "Blend One OneMinusSrcAlpha". This was causing objects with alpha less than 1 to make the objects under them become semi-transparent as well exposing the camera's clear colour background.