Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Zargy · Mar 28, 2016 at 12:53 AM · shadersgraphicsresolutionimage-effectspixelated

Pixel-Perfect Rendering on Locked Resolution

I am currently working on a retro-styled game with a specific, small render resolution.

I am limiting the render resolution by rendering at 160x144, and upscaling it with this image effect script:

 using UnityEngine;
 using System.Collections;
 
 public class LimitRenderRes : UnityStandardAssets.ImageEffects.ImageEffectBase
 {
     public int horizontalResolution = 320;
     public int verticalResolution = 240;
 
     void OnRenderImage(RenderTexture source, RenderTexture destination)
     {
         RenderTexture scaled = RenderTexture.GetTemporary(horizontalResolution, verticalResolution);
         scaled.filterMode = FilterMode.Point;
         scaled.anisoLevel = 0;
         Graphics.Blit(source, scaled,material);
         Graphics.Blit(scaled, destination);
         RenderTexture.ReleaseTemporary(scaled);
     }
 }


However, my game doesn't have appear to be pixel perfect.

Without image effect: alt text

With Image effect: alt text

Both the texture and the white cube have interpolation going on, when they should display as solid colors. Any idea on how I might fix this?

For reference, I am using the Sprites/Default shader in my effect.

ss-2016-03-27-at-123014.png (23.9 kB)
ss-2016-03-27-at-123258.png (26.5 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Cutting hole in water plane using stencil buffer.Help making it visible from both sides. 0 Answers

Why CYAN is default object color (with default materials & shaders) 0 Answers

How to not have custom node variables be global across all material instances 0 Answers

Sprites are pixelated after resizing 0 Answers

iOS shader scale issue 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges