Mobile material is pixelated, Custom UV solution doesn't work!
When I was initially building the materials for my game, both the landscape and the water materials were giving off a very pixelated look.
Doing some searching online, and I found this: https://answers.unrealengine.com/questions/123709/mobile-material-texture-resolution-problem.html
It says to use the custom uv channels to fix the issue. I did this on my landscape material, and it worked fine.
for the water, however, I haven't had any luck. In fact it breaks the material completely!
Here is the water material before I attempted to fix it, with the pixelation:
And here is my material, with the custom uv's applied (I can't use custom UV channel 1 because that is being used for the second uv channel that the object has)
With it applied, it looks like this:
The material is now completely broken. I tried changing some things here and there, but I haven't had any luck.
Thanks in advance, StevenWaltherMedia
asked Oct 08 '16 at 05:59 PM in Rendering
After a bunch of testing, it turned out that the 'blend angle corrected normals' node breaks the material. Deleting it fixed the issue
answered Oct 18 '16 at 04:40 PM
Why don't you use the UV0 channel of the custom UV's?
Now the reason it is pixelated is because of Unreal using lower precision on mobile by default. Meaning it is not recommended to use high values as a UV input since it will look broken. So my guess is this pixelated effect comes from the fact you are using a Time node in the UV's, which is for low precision fairly high after a couple of seconds. You could use a Frac before hooking your Multiply(Time, Speed) up with your Time input of the panner node.
Just to clarify what is going on. Frac will return the fractional portion of the given value. Meaning:
Implementation could look something like this:
Hey there, I tried adding the frac right after the multiply node, like in the image, and It is still giving me a broken material:
answered Oct 11 '16 at 05:35 AM
I do not have much experience or knowledge about mobile rendering, but my best guess would be that you are somehow running into issue with interpolators to handle two custom UVs and reflection vector at the same time. Try removing reflection vector from your material, to see if it helps.
At the same time, try to changing material blend mode to opaque.
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