- Home /
[Unity3D] Sprite not rendering correctly when it's too small? (Appearing like a blob)
This issue has been tripping me up for quite a while now. I'm using a sprite to mask out a portion of the cameras output using DepthMask (http://wiki.unity3d.com/index.php?title=DepthMask).
This actually works for the most part, but the problem is that for some reason when the sprite is too small, the sprite is rendered blurry/blob-like. (I've disabled the DepthMask transparency material to show what I mean).
For my test image sprite of size 1080x1920 (https://imgur.com/a/LAH6RQ7), the sprite renders as expected:
However, when I reduce the size of the exact same sprite to 400x711, it's rendered like a blob and I can't figure out why.
I've reduced the size to that to make the effect more obvious, but it's noticeable even with images just a little smaller than the original. Also I've removed the material to make it visible from outside play mode, but of course when I assign the transparency mask material the resulting mask also appears blob-like. If it helps, I've included screenshots of the inspector for the sprite in the imgur album (https://imgur.com/a/LAH6RQ7).
No idea at all what could be causing this, out of ideas. Please help
Your answer
![](https://koobas.hobune.stream/wayback/20220612172111im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
How the change the sprite image of spritemask according to the sprite image in that object animator? 0 Answers
Sprite Mask that affects only the childrens of a GameObject 5 Answers
[SOLVED] Is it possible to flip a Sprite in 3D if it has a Shader applied? 1 Answer
Crop/Mask a Sprite on runtime 0 Answers
Sprite Mask Render Issue 1 Answer