- Home /
Pixel perfect UI text/canvas point filtering
Hey guys, I'm in a bit of a pickle.
I'm making a game pixel perfect using the RenderTexture and PixelPerfectScaling script, which renders everything in my world to a quad and fills the rest of the screen with borders. This is working as intended, on most monitors it scales the view up by 1, doubling the pixel size, using 32 PPU.
Now I'm working on UI (Some icons and dynamic text) which I think I could place inside of the borders, meaning it's not using the RenderTexture and thus is not pixel perfect, but I want to simulate it as though it is. For all the icons and images, this is not such a problem, I can manually scale them on the pixel grid using the PPU reference, however text is a bit harder.
Increasing the font size will make the font use more pixels, which is something I don't want. I tried scaling the text elements individually using their RectTransform which makes them blurry (I suppose because of the filtering UI elements use).
So I'm wondering if there was a way to scale UI elements up using as though they use Point filter instead, so they maintain their PPU and the crispy edges, like Sprites and Textures can. Or if anyone has had similar problems and found a solution.
Thanks in advance! Daan
TLDR: Is there a way to scale Canvas or other UI elements using Point filtering, or without making them blurry?