I added the random / uv to generate randomized texture that don’t look like a grid for the a large terrain, and I find that there are large pixel squares when you view it from far.
Screenshot #1 - on close up the detailed texture is fine.
Screenshot #2 - As you zoom out you noticed that there is large square pixels.
Screenshoot #3 - Its even obvious when zoom far.
I copy exactly the sample above:
Screenshot #4 - On these sand and grass the random / uv is working perfectly but on the 2 kilo meter terrain, some square obvious square pixels are visible?
Vrrency
December 21, 2025, 9:57pm
2
Screenshot #1 - its difficult to see, but if you are on a overview mode it becomes obvious.
`if (_pm.p.models[d.index].randomize && _pm.p.models[d.index].randomize.includes(child.material.name)) {
child.material.onBeforeCompile = (shader) => {
shader.uniforms["enableRandom"] = { value: 1 };
shader.uniforms["useNoiseMap"] = { value: 1 };
shader.uniforms["useSuslikMethod"] = { value: 1 };
shader.fragmentShader = shader.fragmentShader.replace("#include <alphamap_pars_fragment>", `
#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
uniform float disolve;
uniform float threshold;
#endif`);
shader.fragmentShader = shader.fragmentShader.replace("#include <alphamap_fragment>", `
#ifdef USE_ALPHAMAP
float vv = texture2D( alphaMap, vAlphaMapUv ).g;
float r = disolve * (1.0 + threshold * 2.0) - threshold;
float mixf = clamp((vv - r)*(1.0/threshold), 0.0, 1.0);
diffuseColor.a = mixf;
#endif`);
};
}`
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