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Render Scale Point Filtering

Discussion in 'Universal Render Pipeline' started by jRocket, Nov 17, 2019.

  1. jRocket

    jRocket

    Joined:
    Jul 12, 2012
    Posts:
    687
    In the URP Render Pipeline Asset, we have the option of setting the Render Scale which controls the resolution the game is rendered at before upscaling or downscaling to fit the viewport. Unfortunately, when upscaling, it gets very blurry due to the filtering being used. I am wondering if there is a way to use Point filtering here to get a more pixelated look.
     
    pixelsplit likes this.
  2. pixelsplit

    pixelsplit

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    Sep 16, 2013
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    171
  3. GreatMightyMoe

    GreatMightyMoe

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    Jul 20, 2016
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    I am also interested in this. Getting a pixelated look by rendering at full resolution and applying a post processing filter seems wasteful.
     
  4. jRocket

    jRocket

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    The package "2D Pixel Perfect" used to do be able to do this in the built-in render pipeline, but the new one for Universal doesn't work for rendering in 3d.
     
  5. NickVst

    NickVst

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    Feb 17, 2017
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    25
    Would you happen to have found a solution to this yet? I've tried creating a pixel shader in shadergraph, but found no way of applying the shader to the camera, so I'm at a dead end.
     
  6. jRocket

    jRocket

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    Jul 12, 2012
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    You could always render your camera to a lower res point filtered rendertexture, and display that however you want(UI, post effect, ect)
     
  7. StarPilotMaster

    StarPilotMaster

    Joined:
    Jun 30, 2018
    Posts:
    1
    any news with this? I want to use it for the game settings, my game looks blurry if I lower the resolution, I put the MSAA option but it doesn't help, my idea is that with the MSAA you don't even realize that the resolution is lower