Blocky/Pixelated Lighting in Orthographic Camera

Yeah, I think you’re right. I looked for Anisotropic Filtering in the material editor, and couldn’t find it. It also turns out that turning Forward Shading on returns the sprites to the pixelated, blurry, sparkly look that you helped me with before. Turning forward shading back off, however, makes the lighting act unpredicably, though. :confused:

It did not drastically alter the game’s perspective because the game uses a 2d, orthographic camera and it doesn’t really matter how close or far away an orthographic camera is as long as everything meant to be on screen is in front of the “lens”.

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