Hey all, I just wanted to share this exceedingly simple-to-use pixel perfect camera script I developed for my last game. I hope someone can find it useful.
LINK: DeadSimple Pixel Perfect Camera For Unity Pixel Art
Honestly, I wish I’d had it when I was starting out.
The script makes it possible to display pixel art as it was meant to be displayed—with every pixel being exactly the same size as every other pixel.
When I was starting out, it took weeks of searching for me to get what I was looking for. So I built this script over time, and thought I’d share it with others who may be struggling.
That’s it. Thanks for looking!
2 Likes
Thanks for sharing
I’m curious to see how well it works compared to my own script. I’ll let you know 
What I do now is render HD 1080p to a rendertexture and then display the texture scaled down on lower resolutions, thus targeting only one 1:1 texel mapping that doesn’t have to be dynamic. Then I can also apply warping and stuff to the output texture.
Doesn’t that result in blurred pixels or non perfect ones when you scale it down? I always design my games for a specific low resolution (For example: 160x144 for a Game Boy style game or 320x180 as that scales up nicely to 720p and 1080p). I also use a RenderTexture for that.
1 Like
Yes, if its a lower resolution it has to scale down. However, what you’ll find on most display hardware is it only has one native resolution and anything lower implements some form of texture scaling down, usually with a bilinear filter. That means pixels become merged and blurrier. What I do is I render straight to high-res texture and then scale it down using my own ‘filter’ with some sharpening added to compensate. No matter what you do, scaling down will always lose or blur some pixels. Scaling up is an entirely different matter.