Singularity/Library/PackageCache/com.unity.render-pipelines..../Documentation~/2d-pixelperfect.md
2024-05-06 11:45:45 -07:00

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2D Pixel Perfect

The 2D Pixel Perfect package contains the Pixel Perfect Camera component, which ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.

It is a single component that makes all the calculations Unity needs to scale the viewport with resolution changes, so that you dont need to do it manually. You can use the component settings to adjust the definition of the rendered pixel art within the camera viewport, and you can use the Run in Edit Mode feature to preview any changes immediately in the Game view.

Pixel Perfect Camera gizmo

Attach the Pixel Perfect Camera component to the main Camera GameObject in the Scene, it is represented by two green bounding boxes centered on the Camera gizmo in the Scene view. The solid green bounding box shows the visible area in Game view, while the dotted bounding box shows the Reference Resolution.

The Reference Resolution is the original resolution your Assets are designed for, its effect on the component's functions is detailed further in the documentation.

Before using the component, first ensure your Sprites are prepared correctly for best results with the the following steps.

Preparing Your Sprites

  1. After importing your textures into the project as Sprites, set all Sprites to the same Pixels Per Unit value.

    Setting PPU value

  2. In the Sprites' Inspector window, set their Filter Mode to Point.

    Set 'Point' mode

  3. Set their Compression to 'None'.

    Set 'None' compression

  4. Follow the steps below to correctly set the pivot for a Sprite

    1. Open the Sprite Editor for the selected Sprite.

    2. If __Sprite Mode __is set to Multiple and there are multiple Sprite elements, then you need to set a pivot point for each individual Sprite element.

    3. Under the Sprite settings, set Pivot to Custom, then set Pivot Unit Mode to Pixels. This allows you to set the pivot point's coordinates in pixels, or drag the pivot point around freely in the Sprite Editor and have it automatically snap to pixel corners.

    4. Repeat for each Sprite element as necessary.

    Setting the Sprite’s Pivot

Snap Settings

To ensure the pixelated movement of Sprites are consistent with each other, follow the below steps to set the proper snap settings for your project.

Snap Setting window

  1. To open the Snap settings, go to Edit > Snap Settings.

  2. Set the Move X/Y/Z properties to 1 divided by the Pixel Perfect Cameras Asset Pixels Per Unit (PPU) value. For example, if the Asset PPU is 100, you should set the Move X/Y/Z properties to 0.01 (1 / 100 = 0.01).

  3. Unity does not apply Snap settings retroactively. If there are any pre-existing GameObjects in the Scene, select each of them and select Snap All Axes to apply the Snap settings.

Properties

Property table The component's Inspector window

Property Function
Asset Pixels Per Unit This is the amount of pixels that make up one unit of the Scene. Match this value to the Pixels Per Unit values of all Sprites in the Scene.
Reference Resolution This is the original resolution your Assets are designed for.
Crop Frame Describes what to do when there is a difference in aspect ratio.
Grid Snapping Describes how to handle snapping.
Current Pixel Ratio Shows the size ratio of the rendered Sprites compared to their original size.

Additional Property Details

Reference Resolution

This is the original resolution your Assets are designed for. Scaling up Scenes and Assets from this resolution preserves your pixel art cleanly at higher resolutions.

Grid Snapping

Upscale Render Texture

By default, the Scene is rendered at the pixel perfect resolution closest to the full screen resolution.

Enable this option to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution, while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the entire screen.

Box examples

The result is unaliased and unrotated pixels, which may be a desirable visual style for certain game projects.

Pixel Snapping

Enable this feature to snap Sprite Renderers to a grid in world space at render-time. The grid size is based on the Assets Pixels Per Unit value.

Pixel Snapping prevents subpixel movement and make Sprites appear to move in pixel-by-pixel increments. This does not affect any GameObjects' Transform positions.

Crop Frame

Crops the viewport based on the option selected, adding black bars to match the Reference Resolution. Black bars are added to make the Game view fit the full screen resolution.

Uncropped cat Cropped cat
Uncropped Cropped