How to create a "retro" pixel shader for transformed 2D sprites that maintains pixel fidelity?
- by David Gouveia
The image below shows two sprites rendered with point sampling on top of a background:
The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background.
The right skull is rotated/scaled, and this results in larger pixels that are no longer axis aligned.
How could I develop a pixel shader that would…