How can I remove the visible gaps or random white pixels between voxels

Modified on Thu, 17 Aug 2023 at 02:48 PM

Pixel gaps or white pixels between adjacent edges are a common type of artifacts when using greedy meshing. The rasterization standards only guarantee the same pixel coverage between two adjacent edges if they share the exact same vertices. When using greedy meshing, it can be possible to have two adjacent triangles that have different edge lengths. In this case some white pixels or gaps can be shown along the edge. The white pixels are due to the background color being visible through the edge.


Voxel Play includes two methods to solve this issue (in case it's an issue in your project as the results vary depending on the world style, background color, etc.):



Voxel Padding


This option enlarges a bit the geometry of the voxels to ensure full coverage of pixels along the adjacent edges of voxels. This option is the best performant but can introduce seams in some textures that show high differences along the edges.


Post Processing


In this case, VP provides a post processing solutions that detects and fills the gaps. In built-in pipeline, you must also add the Voxel Play Post Processing script to your camera while in URP you need to add the Voxel Play Post Processing render feature to the URP Universal Renderer.


Please note that both options shouldn't be used at the same time.


Only use them if these kind of artifacts are visible in your project.

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