Is it possible to render the scene into a temporary texture at a resolution higher than the screen resolution (lets say 4k resolution) and then blit this texture to the screen? I have some effects that are calculated per-pixel and I want the result to be sharper. I figured if I worked with more pixels when calculating the effect, it would increase precision.
Do you get what I’m saying in principle? Just asking if this is possible.
Thanks!
The simplest thing you can do is increasing the Render Scale via the URP asset. It can be double as high than the current screen resolution. Unity then renders on that higher resolution and has to downscale the results back to the screen resolution at the end. This indeed may solve pixel/sharpness issues and improve overall quality in exchange for performance loss. I use increased Render Scale in my game to solve pixel flickering due to camera movement. These are the settings in Unity 2022.3/URP 14:
Thank you! I will look into this