Hello! Please forgive me if this is a really basic question, I know in 2D rendering this would be pretty simple but I’m not used to 3D at all.
I want to lock the resolution of my game at a low level (480x270) to keep everything looking really chunky, as if it’s a widescreen PSX game, but that’s pretty small on a lot of monitors now so I want the player to have the option to scale it up to 2, 3, or 4 times the size to 1080p, but with the pixels all staying chunky as the same resolution, resized at nearest neighbor.
Simple enough (I think) and URP’s render scale option is perfect for this. However, the process of scaling seems to come with some filtering and I can’t figure out how to turn it off. MSAA options seem to only affect the lower render scale, so if I disable MSAA the filter remains. Is there any way to change the way render scale works?
Basically (and please ignore my use of picocad models of extremely copyrighted characters; this is just a practice project) I want to be able to dynamically upscale this:
So it looks like this:
but URP defaults to this:
Clicking around for threads about similar problems I’ve seen people talking up pixelation filters, which seem to defeat the purpose, and also mention of rendering to a texture and then just displaying the texture, which I suppose I’ll have to do if there’s no easy way to affect URP’s scale options.