Isn't that perhaps just the DX9 half pixel offset? Try to move a parent game object by 0.5 on either axis and see if that helps.No, that is not related to half-pixel offset. That was my 1st guess and I tried to move the camera with no result.
see more http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/
Constrained root = UI will never be pixel perfect to begin with.So, what's the solution?
After switching from DX9 to DX11 or vice versa you need to hit Play to refresh the changes.When I tick DX11 checkbox the window with apply settings appear. The picture changes after I click "Apply" button. Further pressing "play" doesn't change anything.
Pixel perfect means it corresponds to actual pixels on the screen 1:1. What you are trying to do is not pixel perfect by definition. I'm not sure what solution you are looking for here. As I mentioned, after changing from DX9 to DX11 and vice versa you need to actually hit Play for the changes to take effect properly.I'm getting fuzzy pictures (as an image in the 1st post shows) in the described situation in DX9 mode. No matter - in editor, in play mode or in compiled .exe
I just did a test.
1. New scene.
2. ALT+SHIFT+S to create a sprite, set to tiled, overlay the whole screen. This also created the UI that defaulted to flexible style.
3. Double-checked the game window, made sure its using even dimensions (1600x900 in my case). Using odd dimensions that don't divide by two cleanly = problems.
4. Sprite is crisp.
5. Switched to DX11, hit Play to refresh. Sprite is still crisp.
Pixel perfect means it corresponds to actual pixels on the screen 1:1. What you are trying to do is not pixel perfect by definition.I'm going to assume that what you want is simply have 1 virtual pixel be a 2x2 on-screen pixel. This isn't pixel perfect, but I assume you simply got your terminology wrong. Open up UICamera.cs, find the drawCallOffset property on line 315: