I'm looking for a hand by any of you artistic types. I'm currently working on an In-Game Store and have mocked up nearly all of my menus, buttons, and textures in Photoshop prior to bringing into Unity.
The display I'm creating in based off of my desired screen size of 1920x1080, but the actual menu I'm creating has dimensions of 1700x1200. Obviously it's a fairly large image, and when created in Photoshop it looks really crisp and clean. However when I import into Unity I can't seem to keep the image from blurring. The borders blur into the fill, and the test looks like it drawn by a three year old.
I'm using an orthographic camera to render my HUD/UI elements so the depth should be an issue(is think), and I've tried nearly every setting available for the texture after importing it.
Is there a best practice when importing larger textures in order to mimic the quality of your texture from Photoshop.
Any help is really appreciated. Cheers!
asked Apr 19 '11 at 01:47 AM
The magic keyword here is mipmapping.
Mipmapping increases smoothness and decreases aliasing artifacts if a texture is rendered at a smaller size than its actual pixel resolution. However, even if displayed exactly at pixel resolution, it will introduce some amount of blurryness in Unity. In addition, several parameters influence how a mipmapped texture appears on the screen.
Essentially, you have two options:
Note also that for certain types of textures, DXT-compression creates heavy artifacts, so you can try to set the Texture Format to "Automatic Truecolor" and see if that increases the readability of your text.
Obviously, you should increas the Max Size to at least 2048, if your texture width is 1700.
what size is your image? have you checked the texture settings? such as texture size and power of two settings in advanced settings?
have you tried switching off the power of two settings all together as well as switching of mip mapping, turning up aniso level and changing the wrapping settings.
If that doesnt work then I suggest using a texture that is already a power of two such as 2048x512
sizing your picture to be of the full screen size then draw your HUD where you want it to appear on screen and delete everything else on it, save it as a png and set it on the HUD to be full screen size.
sizing your GUI to be the same size as your picture (1700x600)