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Why does NGUI Camera Ruin My Model Textures?

Discussion in 'UGUI & TextMesh Pro' started by mdentonetc, May 22, 2015.

  1. mdentonetc

    mdentonetc

    Joined:
    Jul 23, 2012
    Posts:
    28
    So we have a scene with a 2D character who is made out of transparent TIFs on planes exported out of max. He looks great in the main scene, crisp with no harsh edges. But then we have a camera pointed at another version of the character who shows up in the UI. He looks horrible with blurry textures and harsh edges on the transparent TIFs. Is there some setting in the camera or the UI that we could change to fix this?

     
  2. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
  3. bluescr

    bluescr

    Joined:
    Sep 7, 2014
    Posts:
    21
    It's possibly just because he's been scaled down, perhaps just to the point of using a lower mipmap level?

    Try disabling mipmaps or enabling trilinear filtering, maybe? If the textures are set to compressed, see if uncompressed makes a difference?
     
  4. mdentonetc

    mdentonetc

    Joined:
    Jul 23, 2012
    Posts:
    28
    Well, after playing around with it a bunch I answered my own questions. So in case anyone has similar issues here's what I did.

    The Material of the UI object that had the Camera Texture was set to Unlit/Transparent. That was causing the edge around the various body parts (which is strange since it's the same shader applied to the actual character). I set that to just unlit, and we're now using the background of the camera for that background instead of a separate UI element.

    Then I doubled the size of the Camera Texture and the pixelation was fixed as well.