I have bunch of small source textures, 64x64 pixels. Example:
I want this texture to occupy a significant part of the screen, but scaled without any smoothing/anti-aliasing, even though it could cover as much as 640x640 pixels on the device. But I the result I am getting looks like this:
(Note the undesired addition of multiple brown colours - rather than solid blocks)
-
I am using import settings which have
the texture set to Clamp and Point. -
The camera has anti-aliasing turned
off. -
The camera ‘output’ has MSAA
turned off. -
The material uses the
Unlit\Texture shader -
I’m using URP,
but could switch to HDRP. -
I don’t
believe I can use the pixel perfect
package, as that is designed with 2D
in mind, and I am creating a 3D
environment.
The effect I’m going for, is that like a old 1980’s 3D game, ‘stretched’ to big resolution, with no clever sampling to soften the jagged edges.