In unity this would be fixed by setting the “Filter” of the image to point instead of bilinear but here in godot I have no clue. Any idea on how to fix? The image is a .png with no transparency and it is imported as “lossless” in godot.
Also, does anyone have some examples on how to use sampler2DArray in GDscript? My goal is to get a shader with a list of textures where I can just change the texture for each mesh through code but I can’t find any examples anywhere.
There’s been a crapload of topics about this issue but with 4.2.2 even if you set the texture filter to nearest in the project settings it still doesn’t work. Maybe its a bug?
But setting it in the shader like that dude in the linked thread did fixed it for me.