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Question by skittixch · Nov 08, 2010 at 04:44 PM · ipadinterpolationstyle8bit

can I enlarge image output with linear interpolation?

Hey all,

I'm the graphics guy in a two person team, and while I've not used unity, I'm fluent in advanced CG and image editing processes. That being said, forgive me if I phrase my question oddly when it comes to unity's syntax. I'm curious if it's possible to load in a 3d object and render out a very small image output (say 240x180) and to enlarge it with a linear interpolation method. With toon shading, this should give a good 8-bit/perspectivist style to everything...

If I don't have that level of control, I can always render out sprite sheets and do it the old fashioned way, but this would open up so many possibilities if we can make it work. Let me know if you need any more information I may have withheld.

Eric

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Answer by Eric5h5 · Nov 08, 2010 at 04:59 PM

You can do that using rendertextures (needs Unity Pro): render the scene using a low-res camera, the output of which is put onto a full-screen GUITexture and shown using a normal camera at full resolution.

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avatar image skittixch · Nov 08, 2010 at 05:04 PM 0
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and it should keep the pixels nice and crispy? or will it try to anti-alias them by default?

avatar image VS48 · Nov 08, 2010 at 05:15 PM 0
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That probably won't work -- you'll want to use point-based sampling if you don't want blurring, but don't know how that can be controlled. What I would do is just write your own shader which would just average the pixels in, say 8x8-texel blocks

avatar image Eric5h5 · Nov 08, 2010 at 06:22 PM 0
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Well, you did say "linear interpolation". However, it's just as easy either way--if you don't want any blurring, then you can just use point filtering for the rendertexture ins$$anonymous$$d of bilinear. No need to write shaders.

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