But for some reason this is still happening. Does anyone know what is causing this and how I can disable it and get perfect clarity as if no effects were applied? This is really starting to annoy me.
Note: I am modifying the colours of the original sprite (because this is a night time scene) using the adjustments section of the texture editor. The properties I am adjusting are: Brightness curve, Saturation, RGB Curve, and Hue. The material I am using for the sprites is just the default MaskedUnlitSpriteMaterial
I’ll take a wild stab in the dark here (so likely not going to help but I’ll try) in the top left “Edit” under Project settings…Rendering…Anti_Aliasing…turn that off…I know the Default TemporalAA makes they blendy/blurry…you’ve likely already done this but just in case thought I’d take a stab…
Well that solved one of the problems, it looks nice and clean now. However there is still a dramatic decrease in brightness (as seen in the second photo) when played in the editor, and this effect is still happening when the game is fully packaged so we know it doesn’t have anything to do with my preview settings.
Happy to hear the stab in the dark worked…but alas I’ve no guesses on the brightness difference…but hopefully all these bumps to this thread will get some eyes on it from someone who can help…
Great looking game…good luck
Iv’e managed to get it looking somewhat better but it should be good for now, honestly if anything it just makes it feel more like a night scene. Thanks for your help!
Is it loading up dark or does it change over a short period of time? Auto Exposure is on by default. As far as I know you actually need a post process volume to “disable” it.
Create a post-process volume and under auto-exposure change the Min Brightness and Max Brightness to be the same value (might have to experiment with what you want that value to be).