Help with pixel swimming in 3D pixel art game

Hello, I am making a game in this style:

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And I am having some trouble in this part, as you see, the game is 3d but uses pixel art graphics

Since the camera is perspective, when you move north to south the geometry and sprites get naturally scaled by distance and on slow camera movements a lot of pixel swimming is noticeable

I have all sprites on point filter and no anti-alias so I am getting this effect on everything:
9535075--1346023--ddhWv.gif
Now in a pixel perfect game this is fixed by snapping pixels to a grid, but this game is not pixel perfect, the pixel art gets scaled down by distance and so that method doesnt work here

I asked the devs of this game about their solution and they were very friendly and explained their approach to this problem like this:

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However they have their own engine so they are not using unity, and I am not skilled enough to interpret what they are expressing, I was hoping someone more knowledgeable could help me interpret this and translate on how I would apply this method in unity.

I have tried switching the sprites from point to bilinear but then it just looks blurry and doesnt look like pixel art anymore (though it does stop the pixel swimming completely, except on the edges of the sprite, I imagine for the edges I would have to turn on anti alias, but i dont understand how a shader will turn it back into pixel art look)

Thanks for any advice

Essentially add anti-aliasing. I don’t know if there is an AA option that is literally “linear” interpolation but they’re all interpolation of some kind.

Edit: aside from post processing, you could also add interpolation by rendering to a render-texture with bilinear filtering enabled. If it’s too blurry then make the render texture twice, three, or even four times your intended pixel resolution.