actually it paints per polygon and not per pixel. if the density of your polygons is lower than the density of pixels on your uvw map, then that's why it will come out pixelated. for example, if you're only subdivided to say 400,000 polygons, your polygon density might be 1 vertex per 8 surrounding pixels at 2048*2048…
Updated. Added parallax mapping support for people with pixel shader 3 cards. (couldn't get it to compile with 2.0). Gives an error for those attempting to use it with a card that only supports pixel shader 2.0. Also specular shinyness control in the alpha channel has been added. Along with fixes to the per pixel lighting…
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I've decided to start a game from Kaamleott, a tv show from france, that follow the adventure of King arthur First time pixel art , feedback are welcome
I'm trying to use a surface shader to flat preview some textures but they look super pixelated. Its wierd because its never happened before and all of the sudden they look pixelated. It doesnt happen on any other shaders either. Any ideas what might be the problem? I tried restarting and everything. Surface Shader: Lambert: