diff --git a/features/Terrain Variation/Shaders/TerrainVariation/TerrainVariation.hlsli b/features/Terrain Variation/Shaders/TerrainVariation/TerrainVariation.hlsli index a6f480cd23..35f76fddbb 100644 --- a/features/Terrain Variation/Shaders/TerrainVariation/TerrainVariation.hlsli +++ b/features/Terrain Variation/Shaders/TerrainVariation/TerrainVariation.hlsli @@ -142,11 +142,12 @@ inline float4 StochasticEffect(Texture2D tex, SamplerState samp, float2 uv, Stoc { // Calculate custom mip level from original UVs. float mipLevel = tex.CalculateLevelOfDetail(samp, uv); + float adjustedMipLevel = mipLevel + SharedData::MipBias; // 3 Sample Blend - float4 sample1 = tex.SampleLevel(samp, uv + offsets.offset1, mipLevel); - float4 sample2 = tex.SampleLevel(samp, uv + offsets.offset2, mipLevel); - float4 sample3 = tex.SampleLevel(samp, uv + offsets.offset3, mipLevel); + float4 sample1 = tex.SampleLevel(samp, uv + offsets.offset1, adjustedMipLevel); + float4 sample2 = tex.SampleLevel(samp, uv + offsets.offset2, adjustedMipLevel); + float4 sample3 = tex.SampleLevel(samp, uv + offsets.offset3, adjustedMipLevel); // Full height-based blending for terrain float contrastFactor = HEIGHT_BLEND_CONTRAST * (1.0 - HEIGHT_INFLUENCE);