So I made a game that uses a very restricted color palette(black and white) and while it looks the way it should in windowed mode, fullscreen seems to just screw up everything, making my eyes hurt from the unneeded blur.
Here’s how it looks like in windowed mode:
And here is how it looks like in fullscreen:
Did a lot of research but could not find anything. I’m sure you people have a solution for this.
I figured it out so I’ll post the fix for future people encountering the problem.
Unity uses shitty blur when upscaling to fit the screen, so the solution is to set your game’s resolution to the monitor’s while in fullscreen and go back to the old one when going windowed.
int currResx = Screen.width;
int curResy = Screen.height; (if the player can change their resolution later on, you should update them at that time)
bool fullscreen=false; (my game always starts windowed, guess you can do research on how to check what it initially is)
If you’re doing support for a certain aspect ratio, just use the height as parameter and set the width accordingly (e.g for 4:3 resolutions the width would be equal to the height/3*4)