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TextMesh Pro Plans For Hdrp Compatibility For Tmp?

Discussion in 'UGUI & TextMesh Pro' started by dgoyette, Apr 12, 2019.

  1. URocks

    URocks

    Joined:
    May 1, 2014
    Posts:
    159
    Any news on TMPro shader graph material UI masking support?
     
  2. studentvz

    studentvz

    Joined:
    Dec 14, 2014
    Posts:
    149
    Unity 2020.3.34f1
    HDRP 10.9.0
    TMP latest preview version with imported extras and examples.

    When I try to change beval there is no effect and I get this error:
    Material 'Anton SDF - Outline' with Shader 'TextMeshPro/SRP/TMP_SDF-HDRP LIT' doesn't have a float or range property '_ScaleRatioA'
    UnityEngine.Material:GetFloat (int)
    TMPro.TextMeshPro:GenerateTextMesh () (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TMPro_Private.cs:2251)
    TMPro.TextMeshPro:OnPreRenderObject () (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TMPro_Private.cs:1624)
    TMPro.TextMeshPro:Rebuild (UnityEngine.UI.CanvasUpdate) (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TextMeshPro.cs:280)
    TMPro.TMP_UpdateManager:DoRebuilds () (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TMP_UpdateManager.cs:177)
    UnityEngine.Canvas:SendWillRenderCanvases ()
     
  3. JasonsFreeTime

    JasonsFreeTime

    Joined:
    May 23, 2015
    Posts:
    36
    I'm having basically the same issue as @studentvz (Not necessarily with beveling or anything though)
    @Stephan_B Do you have any suggestions?

    Unity 2020.3.28
    URP 10.8.1
    TextMeshPro 3.2.0-pre.3

    Whats up with this ScaleRatioA?

    Material 'ARIAL Atlas Material' with Shader 'TextMeshPro/SRP/TMP_SDF-URP Unlit' doesn't have a float or range property '_ScaleRatioA'
    UnityEngine.Material:GetFloat (int)
    TMPro.TextMeshPro:GenerateTextMesh () (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TMPro_Private.cs:2251)
    TMPro.TextMeshPro:OnPreRenderObject () (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TMPro_Private.cs:1624)
    TMPro.TextMeshPro:Rebuild (UnityEngine.UI.CanvasUpdate) (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TextMeshPro.cs:280)
    TMPro.TMP_UpdateManager:DoRebuilds () (at Library/PackageCache/com.unity.textmeshpro@3.2.0-pre.3/Scripts/Runtime/TMP_UpdateManager.cs:177)
    UnityEngine.Canvas:SendWillRenderCanvases ()
     
  4. iamarugin

    iamarugin

    Joined:
    Dec 17, 2014
    Posts:
    879
    So, what is the status of the 3.2 release?
     
    Liderangel and Gooren like this.
  5. Liderangel

    Liderangel

    Joined:
    Jul 8, 2018
    Posts:
    100

    Almost 2 years in Early Access/"pre" release.
     
    henriqueranj and James_Arndt like this.
  6. James_Arndt

    James_Arndt

    Unity Technologies

    Joined:
    Jan 4, 2021
    Posts:
    21
    Any information on where I can find these with the HDRP or TMPro packages? I don't see any HDRP-specific sample content bundled?
     
    Unifikation likes this.
  7. diegogametaco

    diegogametaco

    Joined:
    Nov 12, 2021
    Posts:
    1
    For those who needs to unpack UVs per character, newer versions of shadergraph do support vertex shader operations. This for sure works in Amplify, which is what I'm using. Pertinent info is:

    Vector2 - UV0 (X, Y) are the UV coordinates of the glyph in the atlas texture
    Vector2 - UV2 (X) contains the encoded (X, Y) UV coordinate of the Face and Outline texture.

    float2 UnpackUV(float uv)
    {
    float2 output;
    output.x = floor(uv / 4096.0);
    output.y = uv - 4096.0 * output.x;
    return output * 0.001953125;
    }
     
    Unifikation likes this.
  8. Unifikation

    Unifikation

    Joined:
    Jan 4, 2023
    Posts:
    1,073
    Is it fair to say that TMP for SRP is somewhat abandoned?

    Or incomplete without progress?

    Or some other state?
     
  9. SkylorBeck

    SkylorBeck

    Joined:
    Aug 29, 2020
    Posts:
    13
    For anyone finding this in 2023 who has Solid Color (Blue for me), Fuzzy Text, Pink Textures or Solid Blocks and is using HDRP in 2021.3.21f1

    Install TMP 3.2.0-pre.4 https://forum.unity.com/threads/3-2-0-pre-4-release-now-available.1376289/ follow this

    Create > TextMeshPro > FontAsset > Color

    upload_2023-4-10_14-7-55.png

    This SHOULD work with the standard Sprite shader.

    upload_2023-4-10_14-9-13.png

    I make no promises but this bug has been in Unity for nearly three years and this was the only thing that solved it for me.
     
  10. DaVeF101

    DaVeF101

    Joined:
    Sep 7, 2014
    Posts:
    134
    Anyone know why fonts only work in the Scene view when using HDRP Unity 2021.3.23?

    Attached screen shot
     

    Attached Files:

  11. Unifikation

    Unifikation

    Joined:
    Jan 4, 2023
    Posts:
    1,073
    That cast to blue and what looks like mip mapping reduction are both odd!
     
  12. matias_unity13

    matias_unity13

    Joined:
    Dec 3, 2020
    Posts:
    3
    @Stephan_B Great work!! I see in the video you are using a custom inspector which I don't find within the release. What am I missing? Has there been any further development?
     
  13. matias_unity13

    matias_unity13

    Joined:
    Dec 3, 2020
    Posts:
    3
    When is version 3.2.0 expected to be released as official?
     
  14. lacas8282

    lacas8282

    Joined:
    Apr 25, 2015
    Posts:
    134
    Textmeshpro working in unity 2022.3 hdrp?
     
  15. AGAMEN0M

    AGAMEN0M

    Joined:
    Apr 30, 2020
    Posts:
    1
    It's good but I would recommend adding an Emission to make it more malleable when the game has very high Fog.

    upload_2024-2-20_19-23-13.png