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TextMeshPro fix for FXAA

veselekov
Honored Guest

HI,

 

I have an issue with TextMeshPro rendering when using FXAA. The long and short

- the game uses URP

- the game we are working on uses the Deffered Render Pipeline due to performance considerations

- because of this MSAA in URP settings is not available

- therefore FXAA on the Camera is the solution to reduce hard edges

- [Problem] The TextMeshPro text now has very bad artefacting which makes them hard to read. Is it possible to reduce this or exclude it from the FXAA pass?

 

 

Tali

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