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Packages/2D Water Reflection Pro/Quality & pixel art
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Quality & pixel art

Apply quality tiers and align reflections to your source pixel grid.

English guideSource: Unity 6000.3.13f1 · URP 17.3.011 October 2026

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.

TierResolution ScaleTexture axis capUpdate cap
Low0.2551215/s; also disables blur and secondary wave.
Medium0.5102430/s.
High0.75204860/s.
Ultra140960, meaning every eligible frame.
CustomIndividual settingsIndividual settingsIndividual 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#

  1. Import true pixel art with Point filtering, no mipmaps and suitable compression. Use consistent PPU.
  2. Configure an orthographic camera and, when appropriate, URP Pixel Perfect Camera with matching asset PPU and reference resolution.
  3. Set Visual Style = Pixel Art, match surface PPU, and enable Pixel Aligned Capture and Pixel Safe Distortion.
  4. Use positive integer world scaling and grid-compatible positions. Arbitrary rotation/noninteger scale can prevent exact texel correspondence.
  5. Keep Maximum Texture Size large enough; compare zoom and multiple resolutions.
  6. 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.

Adapted from the supplied guide · PDF pages 20–21.View source guide ↗
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