Hi there! I’m trying to render a texture (Albedo) applied to a quad flat grometry without antialiasing. I’ve seen a solution here in the forums to change the texture filter to Nearest on Project Settings > Textures, but it doesn’t work.
Maybe you’re using a custom shader, in that case, you should specify that the sampled texture should be using nearest filtering, like this:
uniform sampler2D albedo_texture: filter_nearest;
If none of these two suggestions are helping, could you share a bit more context? What node type you’re using, is there any custom shader, what rendering method your project is using, etc.