SOLVED! Thanks to @hyvernox for his solution of adding 0.5 to the floored value in my calculate_pixel_perfect function. float calculate_pixel_perfect(float uv, float size) { float pixel_perfect_uv = ((floor(uv * size) + 0.5) / size); return pixel_perfect_uv; Godot Version v4.5.1.stable.steam [f62fdbde1] Question How do I fix my code to accurately render nearest pixels with respect to the texture’s pixel size? So I have a modified version of Youkuri’s Bounding Battle Background shader and ...