Need some help with camera zooming and resizing

Hi.
First post here, so I apologize if this is in the wrong forum.

I’ve started experimenting with Unity, for building a 2D isometric game. I’ve added a quad, and slapped an image on to it. Under the import settings, for the image, I’ve used the texture type sprite as this seem to look best when viewing the quad in a 1:1 zooming. I’ve added another quad next to it with the same image, only 60% in size. Now the resizing issues starts to show.
I then double the value “Camera size” on the camera, to zoom to 50%. Below is a comparison between how the zoom/resizing looks in Photoshop compared to Unity. I bet there is some way to improve the quality in Unity here, but I’m not very experienced yet, so I’m a bit lost.
Also, I have made sure both quads and the camera are placed at whole units, to avoid any pixel distortion from floating point numbers placing the quads at subpixel locations relative to the camera.
1840728--118069--comparison.png
Unzoomed to the left, zoomed to 50% to the right.

EDIT: Should probably mention my problem as well :stuck_out_tongue: I would like the lower right image (Unity) to be much closer to the upper right one (Photoshop).

Any help would be greatly appreciated.

Make sure it has mipmaps, also try trilinear filtering and maximum anisotropic. That’s about the best it will get in Unity. Photoshop is using a much more intensive software algorithm to do like cubic interpolation or whatever. You can’t expect to see the same quality scaling in realtime without having a custom shader which samples the texture many many times and does all the calculations.

I had been messing a bit with the mip maps already, but figured I’d overlooked something trivial. Thanks for your help. I’ve posed a new comparison below, which looks a lot better. I think I can live with the result.
1841572--118122--comparison.png