how it works Show more
deferred renderers write a world-space position to every pixel. when we calculate lighting colors for each pixel we do that by finding the angle of the ray going from light source to the position relative to the angle of the camera to the position. the color of the light, amount of angle and the distance from the light to the position affects the color of the shading.
the problem is that if you are using pixel art textures, those shading values aren't going to respect the size of the pixels in the pixel art - the light will appear to cross pixel boundaries, which looks unnatural because your eye expects the light to shade at the "resolution" of the pixel art