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Up and Coming
May 10, 2016

Rendering text

Hi,
I'm trying to make an UI which contain text. I can not manage to get a great render "at all distance". With the canvas scaler and "dynamic pixels per unit" parameter, I have a clean render, but if I take away the UI or if I move with the tracker/room scale, the text become dirty: unreadable which is normal but also sparkling.
Is there a way to display clean text, able to move in space ?
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11 replies

New Participant
May 20, 2016
I'm new here and haven't done VR yet, but my CV1 should be here next week!
So I lurked to see if anyone wanted better VR text, because thats something I would like to do.


I wrote some shader 2.0 code to leverage the SDF data to generate lighting friendly data.
so TMPro can do stuff like this on the fly with any fonts. But with VR, lighting tricks get exposed :)

This is render in a single pass with TMPro built in light model (including the soft shadow)

This is resolution independent, you zoom without getting any blur or pixelization.

Now, because VR expose the flatness, I would like to revisit a volumetric extension test I did a few years ago for VR. And this should be 100% compatible with Textmesh Pro.

Proof of concept, this is actually a TMPro text input box.
All the same benefits, but now its solid 3D. So it should be great for VR application that want localized/dynamic text that is not flat.