I made a "Wall" from basic Unity3D cubes. They are placed tightly so the wall looks like one big rectangular prism.
If I look at it from close distance, it looks as it should be: one big rectangular prism.
But if I start moving backwards, away from the wall, the cubes' edges become visible:
And this whole thing happens in a circular way.
- If I just start moving backwards from the wall,
- first I start to see the cubes' edges just at the further parts of the object, and then the pure white circle starts shrinking, the edges become visible at bigger and bigger parts of the object.
- then the blurrier edges appear at the further places and the previously appeared sharper edges circle starts shrinking as well. (this phase is shown on the image above)
This should be some kind of shading optimization, like mipmap, right?
How can I fix this? I want the wall to be seamless from all distances.
Update:
Changing the shader to
Unlit > Color
, fixes the issue.This thing only occurs on the lit side of the wall. The shadowy side of the wall, (which isn't lit directly by the directional light of the scene) is rendered normally.
Unlit -> Color
and see if this makes the lines disappear? It's not a "proper" solution, but at least you'd know its the shader's fault. \$\endgroup\$