TextMeshPro fix for FXAA
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? Tali886Views0likes0Comments