Godot Version
4.4.1 stable
Question
so my game is 320x180(pixel art) and its put in to a subViewportContainer that is stretched by 6 + it has a subViewport child with 2d transfroms+vertices snapping enable + hdr2D enabled, but the glow isnt pixel perfect, its not pixelated
i want it to be pixelated like this:
(the game but without a subviewport)
i want to have pixelated graphics and the subviewport with the subvieportContainer too.
if you know how to fix it, pls reply i would appreciate it 
Use the viewport
stretch mode so that every effect is also pixelated. If you use the canvas_items
stretch mode, the root viewport will render at the window size, which is why the glow effect also renders at the window size.
Note that the glow effect is resolution-dependent, so you’ll have to play around with the parameters (most notably the Levels section if using Forward+/Mobile) after switching to the viewport
stretch mode).
i am and was using the viewport stretch mode and that doesnt affect the glow:
What I mean specifically is that your viewport resolution needs to be set lower. It should be set in a way where the pixel art is rendered at 1:1 scale within (your Camera2D’s zoom should be reset to its default value).
I’m not sure what you’re using the custom SubViewportContainer setup for, but if you just rely on built-in integer scaling, you should be able to get a good result.
But i need the viewport tobe stretched, so atleast my cutscenes are smooth and dont get weird visuals + its also for a good UI. so i really need the subViewport and subViewportContainer, what i want is being able to have pixelated glow(at the same resolution as the game) and still having the subviewports.
after trying over and over, i found the soultion, you have to go to the inspector in the subViewport and enable own world 3D