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Performant outlines on bitmap fonts

Discussion in 'UGUI & TextMesh Pro' started by Zebbi, Apr 28, 2021.

  1. Zebbi

    Zebbi

    Joined:
    Jan 17, 2017
    Posts:
    521
    After many years of waiting, is there a solution in 2021 to this? I don’t mind manually drawing outlines manually into the atlas, but they get cutoff by TextMesh for some reason. Is there a step by step method of adding outlines and shadows that are pixel sharp and don’t use that horrible dilation system?
     
  2. Zebbi

    Zebbi

    Joined:
    Jan 17, 2017
    Posts:
    521
    This:
    upload_2021-4-28_22-42-3.png

    Looks like this in Unity:
    upload_2021-4-28_22-42-31.png
     

    Attached Files:

  3. Zebbi

    Zebbi

    Joined:
    Jan 17, 2017
    Posts:
    521
    Okay, here's the secret sauce:
    upload_2021-4-29_10-35-22.png upload_2021-4-29_10-35-6.png
     
  4. Zebbi

    Zebbi

    Joined:
    Jan 17, 2017
    Posts:
    521
    Bonus trick, load this into Asprite and turn the black text into white:
    upload_2021-4-29_11-5-46.png

    Add outline:
    upload_2021-4-29_11-6-10.png

    Finally, ad a shadow by duplicating the original black text layer and offsetting underneath.