So This is a pretty specific question and I understand that unity may not give you enough control to do this, but lets say you have a game like Minecraft or a Lego game. One advantage of a game completely made of boxes is you can make the texture space extremely small if you have control over subsampling between the pixels on the texture. Here is an example of what i mean:
Here is a texture at 32 x 32 resolution I made that when placed on a model, subsampling will average the pixels together and creates a “blurry” texture:
But what if you wanted to preserve the pixel sharpness on your models, or maybe on just SOME models in your scene? There are games that do this; none that I have yet seen out of unity but almost every game with basic 3D on the original DS system for example has no Subsampling on their textures so the textures on the 3D models preserve the pixel edges and sharpness:
(Don’t let the flat 2d sprites fool you; the terrain in the game listed above are indeed simple 3D models such as the ground and cliffs but the textures applied to them lack any subsampling thus giving them a very crisp and pixelated look) Here is a more clear example:
Some people would find this undesirable but sometimes having control over subsampling can provide the game developer with some creative stylistic options and also more efficient texture space.
So my question is, does anyone know of a way Supersampling can be turned off in Unity? Or any way to use small textures but have Them not lose pixel sharpness when applied to meshes?