how to set custom rendering resolution

Okay this is going to sound weird,

I want to render at a very low resolutions(100x90 pixels)
im doing some very pixel graphic retro game style in unity.

Is this possible??

I would suggest to render the complete game-cam to a texture of desired size then show only the texture to the player. Should give you the desired effect.

cool :slight_smile: … im not too sure how to do that tho, could i please get some more direction?

cool :slight_smile: … im not too sure how to do that tho, could i please get some more direction?

I am neither a programmer nor do i have unity pro, wich will be nessecary for this task. It was just an idea of a possible approach.

I am having some troubles with this, basically I have pixel graphics in a screen size of 120x90 , and I want to work in that scale.

If I just apply textures to plane it seems the textures get antialiased - even tho i have turned off antialiasing for the graphics.

I was looking at what you said Alpha-Loup it may be able to help - does anyone know how I can acheive the desired result?

If you just want to turn filtering on the textures: this is done in the texture inspector. For each texture, set filtering to No Filtering.

If, on the other hand, you want to render everything into “big pixels on screen”, then you’d have to create a small Render Texture and setup your camera to render into it. Then display it on screen on a GUITexture or something. Unity Pro is needed for this (because of Render Textures).

I have tried the no filtering - see screenshot

Big pixels on screen would be nice - Is there any tutorials on RenderTexture because I see none, I have been looking at the vortexeffect and imageeffects.cs but i dont understand how it works

So turning the filtering off does work - you do see blocky pixels on the texture (only the lighting is wrong).

Rendering into a texture is pretty easy, and a similar thing is outlined in RenderTexture docs at the bottom. As you only need to put the final texture on screen (instead on some other object), you’d replace the last step with creating a GUITexture that covers whole screen and using your render texture on it.

Does the lighting affect the texture pixels? I ask because the texture’s pixels does not reflect the asset accuratly.

I got the blocky pixels working.

  1. Create RenderTexture
  2. Create Screen Camera
  3. Delete GuiLayer off World Camera
  4. Create Guitexture from renderTexture

Yes, the lighting does affect it. When you use some texture on an object, that object is affected by the lights. When there are no lights, it comes out pretty dark (“ambient light” only; can be changed in Edit → Render Settings).

Alternatively, you can select a VertexLit shader in the material of your object, set Emissive color to something like 50% gray, and set Diffuse&Specular colors to black. This way the object won’t be affected by any lights (because of black diffuse/specular colors), and will “have some light by itself” (emissive color).

You could also try a simple unlit shader like this one.