06-06-2023 06:38 PM
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