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? Tali911Views0likes0CommentsUnity text on Oculus GO
I'm developing on the Oculus GO in unity and the text in my scene appears either blurry or jittery. I'm using Unity's text mesh pro, msaa anti-aliasing at 8x sampling. Screen space anti-aliasing just makes everything look blurry. I just notice that the text in the Oculus GO menu UI looks so crisp, clear, and not jittery at all. What was done to the Oculus GO menu UI to make the text look so clear even when the font size is very small, and what can I do to get similar visual quality in my Unity project?2.7KViews0likes3CommentsText Shimmering Problem
Hello, I'm having an issue using low resolution pixel style fonts. When the fonts are viewed in the Gear VR there is a very strong shimmering effect. I can't change change the filter mode from point because of how low resolution the fonts are. The fonts are being used with Unity UI not 3d text meshes. Has anyone encountered this issue before?1.6KViews0likes5Comments