Render Scale Point Filtering

In the URP Render Pipeline Asset, we have the option of setting the Render Scale which controls the resolution the game is rendered at before upscaling or downscaling to fit the viewport. Unfortunately, when upscaling, it gets very blurry due to the filtering being used. I am wondering if there is a way to use Point filtering here to get a more pixelated look.

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+1

I am also interested in this. Getting a pixelated look by rendering at full resolution and applying a post processing filter seems wasteful.

The package “2D Pixel Perfect” used to do be able to do this in the built-in render pipeline, but the new one for Universal doesn’t work for rendering in 3d.

Would you happen to have found a solution to this yet? I’ve tried creating a pixel shader in shadergraph, but found no way of applying the shader to the camera, so I’m at a dead end.

You could always render your camera to a lower res point filtered rendertexture, and display that however you want(UI, post effect, ect)

any news with this? I want to use it for the game settings, my game looks blurry if I lower the resolution, I put the MSAA option but it doesn’t help, my idea is that with the MSAA you don’t even realize that the resolution is lower