Take the tour ×  I've just readed a chapter of Unity iOS
Essential by Robert Wiebe.  It shows a solution for handling
z-figthing problem occuring while rendering a street on a plane
with the same y offset.  Basically it modified Normal-Diffuse
shader provided by Unity, specifing the (texture?) offset in -1,
-1.  Here's basically what the shader looks like:  Shader
"Custom/ModifiedNormalDiffuse" {     Properties {     SubShader
{         Offset -1,-1   //THIS IS THE ADDED LINE         Tags {
"RenderType"="Opaque" }         LOD 200          #pragma surface
surf Lambert          sampler2D _MainTex;         fixed4 _Color;
struct Input {             float2 uv_MainTex;          void surf
(Input IN, inout SurfaceOutput o) {             half4 c = tex2D
(_MainTex, IN.uv_MainTex) *_Color;             o.Albedo = c.rgb;
o.Alpha = c.a;     FallBack "Diffuse"  Ok. That's simple and it
works. The author says about it:  ...we could use a copy of the
shader that draw the road at an Offset of -1, -1 so tha