Tilemap tiles quality gets weird when zooming out
Hi everybody, I made some tiles such as Walls within a graphic software and saved them as PNG with a good quality. In Unity I imported the tiles (pictures) and used them in a Tilemap. I have a simple script that can zoom in/out using the mouse scroll. The problem is when in runtime I zoom out a bit (by changing the camera orthographic size), the quality of tiles gets weird and sometimes some borders of walls are not shown as you can see in the picture. This is tested in both Full Screen (exe) and also in Edit Mode. I tried to take some screenshots in different situations as you can see below:
Note that this is NOT a Pixel Art game. I'm making a sample project such as Oxygen Not Included, Prison Architect and Rimworld.
I also tried to use the 2D Sprite Atlas. It didn't solve the problem as well. This is the settings of my imported Wall tile. Again I also tried every possible Wrap Mode, Filter Mode and so on.
I even made some different tiles resolutions such as 64x64 and 128x128 and imported them. It didn't solve the issue and I could only zoom out a bit more than before but still the same problem. There are multiple games such as Oxygen Not Included, Prison Architect and Rimworld that can zoom out like 10 times without loosing the pixels.
Here are some extra details:
Unity: 2020.2.7.f1
Universal Pipeline: latest version. Both Forward Renderer and 2D Renderer are tested.
Graphic Card: Geforce GTX 1060 with latest driver
OS: Windows 10 latest version
Wall tile picture: 596x76px (which is divided into 32x32px in Sprite Editor)
Grid: default settings
Can anybody help please?
Can confirm this happens in the built-in renderer as well. Did you ever find a solution?
Yes it happens in all render pipelines even in the built-in one. I still don't have any solution for this.
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