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(1 edit)

For urp I did 

  • texture > alpha is transparency > filter point no filter (crisp psx)
  • extract and map materials from mesh
    • URP lit shader
    • surface opaque
    • render both sides (optional but some leaves are upside down)
    • aplha clipping ON! 
      • using transparent mat promotes z fighting in render resulting in weird look > has to be opaque with alpha clipping
(3 edits)

I'm in URP on Unity 6 and still get black borders and edges of the texture bleeding to the edge of the model.. I've tried URP Lit and Speedtree8 materials as suggested. Pretty stuck on how to fix!


Edit - of course after posting this I get something that works... URP Lit material and Alpha Clipping on, with the Threshold at 0.5, everything else as advised... 

I had to reapply the material to the mesh in the Scene. And possibly I was trying to mass-edit Textures and maybe caught one that had a different setup, so changes didn't apply properly..?

Hi! I'm glad it's sorted!

The changes should apply in that case, but it's possible that Unity is acting out sometimes