I’m trying to create a kind of vintage look in unity and I want to disable texture filtering on all textures. The problem is that shadow maps, cube maps and possibly baked maps force texture filtering without an option to disable it. In other words, I want point filtering on all textures or texels in unity. Is there any way to achieve this?
Would turning shadow maps to “hard shadows” with a lower resolution give the desired result? Lightmaps can be changed to point filtering (IIRC). Cube maps are a tough one though. How are you generating them? Could you pixelate the render and make them really low res? Might not achieve the right look though.
Thanks for responding. Low resolution hard shadows still use texture filtering (bilinear or trilinear, not sure which one). Same with cube maps. I want to be able to see square pixels or texels, not blury filtered ones. There has to be some way to disable texture filtering with a script. Does anyone know how I would do this?
Did you ever figure this out? I’m also interested in point filtering a cube map.
I never did figure this out. It kind of discouraged me from using Unity, despite how nice it is. It must be possible though. As much as I like Unity and want to use it, I refuse to make games using texture filtering. I know that sounds ridiculous, but graphics and visual style are very important to me. If I can’t control how something looks, I’m not interested. I can see the aesthetic value in texture filtering under certain circumstances, but Unity shouldn’t force it upon us, as if it assumes that’s what everyone wants. Especially when texture filtering requires more processing. It shouldn’t be so difficult to use as little of the computer as possible.
If you or anyone else figures this out, please post it here so I can start using Unity again.
Actually, it now seems you can set filter mode to point on cubemaps. That is so great.
Now we just need to be able to set filter mode to point on shadow maps.

