I’ve achieved pixel perfectness by setting a low reference resolution (256 x 112) and using Upscale Render Texture, but this makes any text completely unusable as you can see in this screenshot of a dialog box.
I have tried having a second camera just for the GUI and stack it on top of the main camera, this would mean the speech bubble would be pixel perfect but the text wouldn’t…but the pixel perfect camera doesn’t work with stacking.
I have run out of ideas and am now stuck with a GUI that isn’t pixel perfect. Has anyone gotten pixel perfectness text to work with their pixel perfect game?
I have a workaround for this issue, although it’s not great. I’ve created two extra Cameras, one with a PixelPerfectCamera for the gameplay and one for rendering canvases, and pipe both of them to RenderTextures that I then have my MainCamera render.
Could you please eleborate how exactly to do this using URP? I can get the camera rendered to the texture but cant make it work to display on the output camera.