in Shapes2D/Scripts/Shapes.cs, change the lines at 1514,1515 from this:
w = Mathf.Max(1, Mathf.RoundToInt(bounds.size.x / scaleFactor));
h = Mathf.Max(1, Mathf.RoundToInt(bounds.size.y / scaleFactor));
to:
w = Mathf.Max(1, Mathf.RoundToInt(bounds.size.x / scaleFactor * pixelsPerUnit / 100));
h = Mathf.Max(1, Mathf.RoundToInt(bounds.size.y / scaleFactor * pixelsPerUnit / 100));
Then you can use the "Pixels Per Unit" setting in Shapes2D/Preferences, so for instance if you set it to 400 then your 64x64 Shape gets turned into a 256x256 PNG which should look nicer. You can also play around with the mipmap settings for the imported PNG, that might make a difference in how it ends up looking in-game.
Really, it might be nice to be able to set the PNG resolution you want each time you bake to sprite.
Easy fix is:
in Shapes2D/Scripts/Shapes.cs, change the lines at 1514,1515 from this:
to:
Then you can use the "Pixels Per Unit" setting in Shapes2D/Preferences, so for instance if you set it to 400 then your 64x64 Shape gets turned into a 256x256 PNG which should look nicer. You can also play around with the mipmap settings for the imported PNG, that might make a difference in how it ends up looking in-game.
Really, it might be nice to be able to set the PNG resolution you want each time you bake to sprite.