Hello,
I’ve been trying to use the Pixel Perfect Camera (PPC) in my Unity 2D project with the URP. The behavior I am getting is a bit counter-intuitive, that is, the use of the PPC in my project causes my sprites to blur/render incorrectly. The primary sprite effect is the sign sprite, but the character sprite is effected as well if I enable Stretch Fill (which I have been leaving off).
This is what my scene looks like without the PPC attached to my main camera:
I would expect my scene to look the same as the above image as I know what the sprites should look like, but once I add the PPC the sign sprite looks like this:
As a reference the actual sprite for the sign is:
PPC component properties are as follows. I have noticed that if I change the APPU to 15 or 17 the sign seems to render correctly (or at least as far as I can tell), but then the character sprite acts up.
Wonky character sprite after enabling Stretch Fill (notice how the top leaf on her head is now cropped).
I’ve tried to the best of my ability to follow the instructions here (2D Pixel Perfect | Universal RP | 7.1.8) but I I am having no luck.
For reference the sprite sheets have a PPU of 16. The intended resolution is 640x360 (which is 16:9), and the idea is if someone full-screened the game what they would see is an upscaled version of 640x360 rendering.
Does anyone know what I might be doing wrong or how I could go about getting to the bottom of this?
Thanks,