When using the viewport stretch mode, scaling the viewport to the window size already uses nearest-neighbor filtering.
When using the canvas_items stretch mode, the rendering resolution increases to match the window size. If you want to pixelate certain sprites in this case, you can find and apply a pixelation shader to it. It’s slower than relying on the viewport stretch mode, but gives you more control over what to pixelate.
i cant understand, what you ve explained… ( Bro stop using cult language !!! )
the only way i could make it work was to:
use a tileMap layer, lower the scale to 0.3, 0.3
put everything inside a subviewport container / subviewport
make the subviewport “size” the same size has the tileMap area in the level
go to subviewPort container and set the scale to 2.65, 2.65
the image resolution is much lower
the “subviewPort container” is inside a parallax2D “Scroll scale“ 0.9, subViewport “Update Mode“ set to “disable“
witch “viewport “ do you mean ? the one in project settings / rendering / viewPort… I dont know how many viewPorts godot has ?
pixellated shaders dont work on tileMaps, it works for a Sprite2D, but in tilemapslayers… i think the sahder applies per tile… so great…, viewport in everything, it doesnt work, like the normal photoshop Nearest Neighbor… someone invented a new meaning for the word Nearest Neighbor now seems i dont know what it means anymore…
You want to make a 2d image, tilemap, in lower resolution you end up spending 3 or 4 times more GPU…