I have choosed pixel art for my current 2D game.
The trouble is that i can’t predict the results of how a texture looks in different screen resolutions. (UI Image)
I have a “rounded button” texture with 1px outline border. Depending on resolution the border goes wild; having more than 1px width, one side not displaying border at all…
I have tried:
- Different texture resolutions, always power of 2. (64, 128, 256 and 512)
- Pixel snap checkbox from default sprites shader. (Which works with some resolutions but not in others)
- Canvas pixel perfect checkbox.
- Texture filter point, bilinear filtering sometimes fixes the result but breaks the “clear or crispy” pixel art.
- Different canvas scaling methods, 0.5 between width and height, shrink and expand.
- Different PPU. (1, 100…)
- Atlased texture, non atlased, 9 - sliced.
- Different border widths. (1px - 4px)
- Preserve aspect from UI Image element checkbox.
Everything i do takes me to the same point. My “rounded button” texture will have unpredictable results depending on resolution.
What is causing this pixel imprecision?