Procedural texture generation issue

Hi,

I am creating a new Texture2D in code that will have blue-red stripes on. The problem is that the lines are not with constant color, but instead fuzzy:

The texture generation is like this:

if(go.renderer.material.mainTexture==null){
go.renderer.material.mainTexture = t = new Texture2D(textureSideLength,textureSideLength);
}

t = go.renderer.material.GetTexture(“_MainTex”) as Texture2D;

if(cd.blueColorId==0){
for(y=0; y<t.height; y++){
for(x=0; x<t.width; x++){
t.SetPixel(x,y,cd.redColor);
}
}
}
else{
for(y=0; y<t.height; y++){
for(x=0; x<t.width; x++){
if(a){
if(cd.redColorId!=0)
t.SetPixel(x,y,cd.redColor);
else
t.SetPixel(x,y,color);
}
else{
t.SetPixel(x,y,color);
}
c++;
if(c==2){
c=0;
a=!a;
}
}
}
}
t.Apply();

Where textureSideLength is 64. When I UV mapped mesh in blender then I also used 64x64 size image.

Can anybody please tell me how I can make the lines crisp?

If you want to prevent blending in between pixels on the hardware, you will need to set the filter mode of the texture to ‘point’:

Thanks