Pixel Standard
- PixelStandardDigital0 JPY
- Donation/寄付Digital1,000 JPY

A set of shaders that performs sharp pixel-filtered sampling. シャープなフィルタリング手法を用いたドット絵用シェーダー。 Unlike traditional rendering methods of pixel art using nearest-neighbour filtering, it does not shimmer in VR. Instead, it has an anti-aliased edge on each pixel of the source texture using bilinear filtering. This allows for accurate reproduction of pixel art that looks faithful to the source material, while still allowing the usage of high-quality texture filtering and other techniques necessary for an immersive, stable VR image. To install, place the Shader/ folder with the shader into your Assets/ directory. Licensed under the MIT license. https://gitlab.com/s-ilent/pixelstandard For support or feedback, you can join the Discord. https://discord.gg/uHJx4g629K
Usage
This shader comes with 3 variants. - PixelUnlit An unlit shader that implements the sharp filtering. You can set it to Opaque, Cutout, or Fade/Transparent blend modes. - PixelStandard A modified Standard shader that implements the sharp filtering. It has all functionality present in Standard, and applies the filtering to all maps. - PixelStandard (Specular) A Specular variant of PixelStandard . Make sure textures are set to any linear filtering mode. (i.e. Trilinear, Bilinear) This shader supports lightmapping. Note that lightmaps will not receive sharp filtering. If you are using pixel art at compact resolution (textures of size 256x256 or smaller), using a texture compression quality of None or High is recommended.