Use Cesuim Tile Map Server , There is no transparent connection between the white edge and other base images.
The same tile service can be viewed normally by colleagues using Cesuim Js, and the connection is very natural
Is it related to the material of Cesuim 3dTileSet? Can you provide a shader that supports transparent cutting
I think this may be the same bug as described here:
Hello.
I found that TMS(Cesium Tile Map Service Raster Overlay) + WMS(Cesium Web Map Service Raster Overlay) overlapping is flikering by camera distance.
I also read the article below. I checked Cesium Ion Raster Overlay + WMS is working fine on Cesium Unity latest (v1.1.0)
I wonder if there is any option for it i missed or this is a bug
[ScreenRecorderProject16]
reproduce issue step. (with Unity 2021.3.10f1)
git clone cesium-unity-samples repo. check out with main branch. (tag: v1.1.…
If so, it’s already been fixed in this PR:
CesiumGS:main
← CesiumGS:remove-correct-overlay-index
opened 09:02AM - 10 May 23 UTC
This fixes the bug reported here:
https://community.cesium.com/t/tms-wms-raster… -overlay-overlapping-is-flikering/23904
There was a bug in `UnityPrepareRendererResources::detachRasterInMainThread` where it would clear the wrong overlay texture slot in the material. Instead of using the index of the overlay in the list of overlays to look up the correct material texture slot, it would use the overlay texture coordinate index. With only one overlay, these are the same. With two overlays with different sets of texture coordinates (e.g., one web mercator the other geographic), they're also likely to be the same. But with two overlays with the same projection, these numbers are different, and attempts to detach the second texture would accidentally detach the first instead. End result: missing textures.
See the community forum post above for an easy way to test this. You can use `https://sandcastle.cesium.com/CesiumUnminified/Assets/Textures/NaturalEarthII/tilemapresource.xml` for the TMS URL rather than downloading it and loading it locally as described in the post.
The fix will be included in the version of Cesium for Unity that will be released later this week.
Sure, but the source of the data isn’t important for triggering the bug, only the map projections. It’s likely your two TMS layers have the same projection, which would trigger the bug.
Thank you for your reply. We found that the service generated in a new way did not have this Bug. Can use
We shipped v1.3.0 last week, and it fixed this problem on the Cesium for Unity side. So you may not need to change that setting anymore (I don’t know what the setting is because I don’t read the language and can’t use Google Translate on a screenshot).