Texture Anti-Tiling
intermediate featureAnti Tiling breaks up the visible repetition of voxel albedo textures across large opaque surfaces. It combines a stochastic per-cell sampling pass with an optional low-frequency far-detail crossfade, so wide expanses of the same voxel (sand, grass, rock) no longer show an obvious grid pattern - especially in the distance where mip levels flatten the surface into a single tone.
Anti Tiling only affects opaque voxels (render types Opaque, Opaque 6-tex, Opaque Animated and Opaque No-AO). Transparent, cutout and fluid voxels are never anti-tiled.
Enabling Anti Tiling
Select the Voxel Play Environment component and enable Anti Tiling in the rendering quality settings (near Physically Based Rendering and Texture Size).
env.enableAntiTiling = true;
It is driven by a single shader keyword, so enabling it does not multiply the number of material variants.
Settings
When Anti Tiling is enabled, three parameters control the result:
| Setting | Range (default) | What it does |
|---|---|---|
Grid ScaleantiTilingGridScale | 0.01 - 2 (1) | Stochastic cell size. Higher values vary the texture more frequently across the surface. |
Far Detail ScaleantiTilingMacroScale | 0.005 - 20 (5) | How quickly the footprint-based far-detail scale engages with distance. |
Far Detail BlendantiTilingMacroBlend | 0 - 1 (0.5) | How strongly the distance-scaled detail blends into the base anti-tiled albedo. Set to 0 to disable the far-detail crossfade. |
The far-detail crossfade restores low-frequency variation when mip levels flatten distant surfaces, so terrain keeps its character far from the camera instead of collapsing to a flat color.
Per-Voxel Opt-Out
Some textures carry baked gradients that should not be scrambled - for example a grass-to-dirt fade painted onto the side of a top-soil voxel. Each VoxelDefinition exposes a Disable Anti Tiling toggle (shown only for opaque render types) that skips anti-tiling and far detail for that voxel even when the global option is on.
voxelDefinition.disableAntiTiling = true;
Biome top voxels automatically skip anti-tiling on their side texture slices, so baked grass-to-dirt gradients on biome surfaces stay intact without any manual setup.
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