Hiya. I’m having some problem with some very basic textures in my game and I don’t know what is causing it.
You can see what I mean in the video above.
Now these are entirely standard. Using normal unity shader and I’ve not done anything special with the camera outside of some post-processing effects like bloom.
This is viewed via a render texture, but I’ve not had any other visual problems.
I’d be very happy if any one of you cool guys had any solutions or suggestions to this odd problem?
That’s the result of mip mapping with point filtered textures. You can disable mip maps, or you can try using a RetroAA like shader and anisotropic filtering.
Thouhj your alternative of a RetroAA-like shader intrigues, do you know of any/where I can start?
Currently it is literally a 320x250 (With a widescreen option) render texture (Simulating the PS1’s resolution)