I’m attempting to create a procedurally generated, voxel based 3D world like Minecraft’s world using a texture atlas for block textures. Each block texture is 16x16 pixels, expanding through the entire atlas both horizontally and vertically, but because the image size is so small the antialiasing filter completely smudges the texture into a gradient mess of pixels. I can’t find an option to disable this anywhere, not in the texture asset’s properties nor the material that I’m applying this texture to, is this even possible?
This is what I’m talking about:
I apologize if this seems like an amateur question, I’m relatively new to this engine and its community