Apply a quality tier as a starting point, then inspect image quality and frame time in your actual scene.
Apply a quality tier#
Choose a tier and click Apply selected quality tier. Changing the label alone does not replace numeric settings.
| Tier | Resolution Scale | Texture axis cap | Update cap |
|---|---|---|---|
| Low | 0.25 | 512 | 15/s; also disables blur and secondary wave. |
| Medium | 0.5 | 1024 | 30/s. |
| High | 0.75 | 2048 | 60/s. |
| Ultra | 1 | 4096 | 0, meaning every eligible frame. |
| Custom | Individual settings | Individual settings | Individual settings. |
Applying a higher tier after Low does not automatically re-enable blur or the secondary wave.
Understand capture density#
Resolution Scale controls Smooth capture density relative to the camera view, range 0.05–1. Pixel Art follows its PPU/grid rules. Maximum Texture Size caps each capture axis; a low cap can reduce sharpness or exact pixel-grid fidelity.
Pixels Per Unit should match the artwork and appropriate Pixel Perfect Camera settings. Pixel Aligned Capture and Pixel Safe Distortion help snapping/quantization; they do not repair inconsistent source PPU or noninteger scale.
Keep pixel artwork crisp#
- Import true pixel art with Point filtering, no mipmaps and suitable compression. Use consistent PPU.
- Configure an orthographic camera and, when appropriate, URP Pixel Perfect Camera with matching asset PPU and reference resolution.
- Set Visual Style = Pixel Art, match surface PPU, and enable Pixel Aligned Capture and Pixel Safe Distortion.
- Use positive integer world scaling and grid-compatible positions. Arbitrary rotation/noninteger scale can prevent exact texel correspondence.
- Keep Maximum Texture Size large enough; compare zoom and multiple resolutions.
- Start without distortion, then add small waves. Pixel Safe Distortion quantizes displacement and suppresses blur.
At PPU 32, native grid spacing is 1 / 32 = 0.03125 world units before transform scaling. Smooth uses Bilinear filtering and continuous effects; Pixel Art uses Point captures, snapping and optional quantized distortion.
Compare the source and reflection#
If only the reflection looks soft, inspect surface style/PPU/texture cap. If both are soft, inspect source imports, camera scale and final render resolution.
The supplied Pixel demo renders Moonbell illustrations at 320 × 180 to demonstrate low-resolution capture. Those illustrations are not hand-authored pixel sprites.