idea: per-texture-pixel shading mode #12412
JoshCaladia
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Engine Core
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You are looking for the term "per-texel lighting". |
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godotengine/godot#88650 likely resolves this while also avoiding between texels, since the texture still uses bilinear filtering behind the scenes. You could also enable TAA (or better, FSR2 at native resolution) to get rid of specular aliasing. |
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per-pixel is great for more realistic set-ups, and per-vertex is great for super retro-style set-ups, but what i'm working with is per-pixel lighting on nearest-filtered textures, which has several weird artifacts with specular and reflections. if it were lit per-pixel of a texture, this ugly visual issue would be avoided.
this screenshot has circled 2 examples of awkward artifacting from the current per-pixel set-up. another solution for my current conundrum would be to allow normal maps (and all components of the material really) to have their own texture filtering settings, but this would still not be perfect, just an option that might look ok
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