Hi, I am working on a 2D pixel art game with Unreal Engine, but I’ve encountered a problem with the color rendering for the sprites. It turns out that by default, Unreal renders the textures slighly more saturated than what they are intended to.
I’ve tried a couple of things: I’ve added a post process material to the camera, I’ve played with the postprocessing volume, but it still doesn’t look as the original texture.
The texutures settings I am using are:
- Compression Settings: UserInterface2D (RGBA)
- sRGB: Activated (If i turn this off the textures look way too bright)
- Filter: Nearest
- Mip Gen Settings: NoMipmaps
- Texture Group: 2D Pixels (unfiltered)
Here are some captures of what I have:
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Original Texture (unlit perspective)
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Rendered Texture (Lit perspective)
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Postprocess Material (I used it on the player’s camera)
Note: Perhaps the rendered texture looks better than the original, but despite that I would like to know if there is a way to tell the engine to render the textures as the unlit perspective (to make the colors look as intended), cause now I am worried to have issues when designing sprites for my project.
I am quite new with the Paper 2D feature of the engine and any help would be appreciated.