Texture Quality VS (Sprite 2D and UI) Quality


I have a problem with the quality I get when using Texture Type: Texture.

I’m working on a 2D platform runner and just finished working on the parallax scrolling for my backgrounds. The technique I’ve gone for, is shifting the UV coordinates of the texture applied to a quad. This works, however I find myself unsatisified with the quality of the texture, despite playing around with it’s properties in the inspector to get it looking better.

I’ve set Filter Mode to Point.
I’ve set Max Size to size equal all greater than my texture.
I’ve set Format to truecolor.
I’ve also tried the various options for Texture Type, Advanced didn’t help with the quality.

I have noticed when setting Texture Type to Sprite 2D and UI, the quality appears as intended,pixel perfect?

My question, is it possible to use the uv coordinates when the texture type is set to Sprite2D and UI? and if so, how would I go about doing this?

If i’m wanting to shift the texture, when Texture Type is set to Texture, i can use the following…

GetComponent<Renderer>().material.mainTextureOffset = ect ect

This doesn’t seem to be the case with a Sprite 2D and UI however. Would somebody please point me in the right direction?

Thanks for any help in advance.

Hey there,

The default shader does not support texture offsets for Unity UI. You will have to write your own shader if you want these results.

Just as a heads up we have into some weird problems when trying to create this effect.