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Retro AA - antialiasing for pixel art and voxel games

Discussion in 'Works In Progress - Archive' started by Andy-Korth, Jun 20, 2016.

  1. eighto

    eighto

    Joined:
    Apr 27, 2013
    Posts:
    32
    Hello,

    I bought this shader yesterday and I really like it but the palette swapping shader I'm using requires textures set to point filtering. It has a bilinear version of the shader but it still needs the texture set to point. I tried setting both materials (RetroAA & PaletteSwap) to my sprite renderer and they're definitely incompatible. Is it possible to fix this? I'm going to try another palette swapping shader on the asset store and will report back.

    Also: the 2D Pixel Perfect Camera's "Stretch Fill" option appears to do the same anti-aliasing that RetroAA does, except it's applied to the camera's texture instead. I can't use that though because it doesn't let you smoothly zoom camera or do split-screen. So maybe the solution is to create a render texture and apply RetroAA to that instead, so that my sprites can still be point-filtered with their palette swapping shader. (I only just started learning about all of this shader & render texture stuff so I really don't know if this a solution).
     
  2. eighto

    eighto

    Joined:
    Apr 27, 2013
    Posts:
    32
    Well the other palette shader requires point filtering also.

    And btw I'm very willing to pay someone to fix this for me.