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Timeline for Unity Render Texture Artifacting

Current License: CC BY-SA 3.0

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Apr 4, 2015 at 6:48 answer added Mahdi Jeddi timeline score: 1
Dec 12, 2014 at 1:03 comment added James Linden The distortion fluctuates across the quad as it is scrolling: screencast.com/t/IAOWF10Aiz9W Yes that link does work, it just takes a century to load. I'm not a computer with screen capture software that can output to Youtube :(
Dec 12, 2014 at 0:37 history tweeted twitter.com/#!/StackGameDev/status/543203043756736512
Dec 12, 2014 at 0:28 comment added House Is the distortion always to the right side? Or just in the direction of the scroll?
Dec 12, 2014 at 0:26 comment added James Linden The idea is to have 3D models as GUI elements in a scrolling container without actually having to have multiple 3D models instantiated for the same object. From Googling around, it doesn't seem like RenderTexture is generally used for this purpose and I might just make ortho projected models part of the UI in the scene itself.
Dec 12, 2014 at 0:19 history edited James Linden CC BY-SA 3.0
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Dec 12, 2014 at 0:04 comment added James Linden Yeah, the intensity of the artifacting seems to be related to the number of objects on-screen that use the same render texture. 5 quads active with the same render texture has a really pronounced artifacting, 3 is more subtle, 1 is visibly non-existent.
Dec 12, 2014 at 0:00 comment added James Linden Nope. One quad with one material per button. Removed the ScrollRect bg and it still produces the same artifacts: i.imgur.com/4evKkT8.png Interesting to note though, setting every quad inactive except for one fixed the artifacting on the only visible quad: i.imgur.com/OInBBWs.png
Dec 11, 2014 at 23:53 comment added House Sure you're not doubling up your textures there? Could be plain old z-fighting.
Dec 11, 2014 at 23:31 history asked James Linden CC BY-SA 3.0