Pixel-perfect shader for meshes being used with sprites
I'm procedurally generating a world map using meshes as well as sprites.
Most of my materials for the meshes use perlin noise, which works fine since i can scale the perlin noise as needed.
But if i want to use a pixel-perfect texture, i'm trying texture/unlit and it's rendering the texture way too big.
How can i ensure the texture is at the proper scale? I can adjust the x/y scaling of the material but this seems like guesswork, i want to not have to approximate pixel-perfect and instead have the shader/material handle it for me.
Is this issue occurring because my UVs are off for my meshes or is this something i have to fix with the material/shader?
Picture for reference.
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