Skip to main content
New Participant
June 7, 2023

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?

 

 

Tali

This topic has been closed for replies.