Hello !
I'm trying to create sharp cel shading falloff curve, to do so I'm using a CurveTexture to describe the falloff.
The curve got sharp transition (as you can see in the image) and in my shader I'm reading in it using the filter_nearest parameter.
Even with this, I can detect a smoothing on my shadows.
As you can see on the image, there is more than the 3 shades I'm expecting.
it look like it's still interpolating between the points even thought the points are strictly sharp.
I also noticied that this does not occur if I reduce the resolution of my curve texture,
as you can see on this last image, this is the expected result, and it occur when I set my texture resolution to 32px.
I was wondering why is this happening, is there something I'm missing ?