How do I achieve this crisp pixelated look in my game? I got this by just scaling up the view with the slider at the top under the Play/Stop/Pause buttons. The scale is set to 3.7x.
I guess I need a shader that just takes the camera image and scales it up using nearest neighbor method to create the pixelated effect?
Is that how unity does it in the editor Game Window?
So I’m thinking I need my camera to be quite far away, that way when I scale it up it also zooms in and it should be OK?
I never made any shaders before, but it should be OK for a first shader maybe? I would appreciate any direction/tips/help in this regard.
Thanks.
Sounds to me like you just want to have your game run at a low resolution? With anti-aliasing disabled in the camera.
That seems to be a good start but how do I make sure the build is full screen yet with this low resolution?
You can call Screen.SetResolution to set any resolution that you specify. However, if the game is played in windowed mode, then the resolution will just be the window size, so the resolution workaround would not work then.
A shader may be a better approach after all. Instead of zooming/scaling like you suggested though, I would just have the shader round the UVs within a certain range, and have that range output the same color.
yeah, he will have to do this the shader way as any resolution lower than native is automatically filtered when put on the screen by unity in a build. it just ends up look like a smudge instead of pixelated.
i’ve seen a lot of people talking about doing this with a render texture as well.
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