Texture Render Oddities

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? :slight_smile:

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.

Spot-on bgolus. That fixed it :slight_smile:

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)

If you’re trying to accurately replicate the low res look, just go with no mip maps.

Otherwise: