Posted: Fri Apr 05, 2019 2:14 pm
I've got a few questions about the graphics filters in DFU:
- Would it be possible to separate the main filter into "Texture Filter" and "Sprite Filter"? I would agree that there is a slippery slope where the more options we give a layman the more confusion it could cause, but I think this could be very useful in the case of upscaled graphics where textures seem to look fine with the filtering, but sprites at the same resolution tend to look quite blurry with filtering unless the resolution is extremely high.
- Is it possible to customize the bilinear/trilinear filter kernal window radius? I'm thinking that reducing this radius could help soften the pixelation on sprites, but perhaps not wash out the details as badly. I'm assuming the bilinear and trilinear options use Unity's built-in filtering and I've never seen any way to configure it so I'm guessing the answer is "no," but I figured I'd ask just in case.
- Lastly, is there any reason to offer trilinear filtering for GUI? Since UI elements don't have mipmaps, is there any use for trilinear filtering? I'm asking this from memory, and I'm not at my personal PC at the moment to look so if this has been removed already, I apologize.