To keep crisp pixels (like in typical "pixel art" aesthetics) during magnification or subpixel movement, you can use antialiased point sampling, implemented manually in the shader. Here are some examples:
https://www.shadertoy.com/view/ltBGWc
short intro gist: https://gist.github.com/d7samurai/9f17966ba6130a75d1bfb0f1894ed377
in context, complete sprite renderer: https://gist.github.com/d7samurai/e51adec8a440126d028b87406556079b