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TextMesh Pro Small Font Rendering

Discussion in 'Unity UI (uGUI) & TextMesh Pro' started by dadude123, Apr 11, 2019.

  1. dadude123

    dadude123

    Joined:
    Feb 26, 2014
    Posts:
    782
    Hello,

    the SDF approach is awesome, but as it is right now it has some trouble with very small text.

    When working with small font sizes (9px - 12px) the new sharpness property in the font material settings already helps quite a bit. However the glyphs will naturally still deviate from the pixel grid.

    Even though that's close to the limit of how much pixels there are, it's obviously still very much possible (looking at Chrome, Windows and even the Unity Editor itself), however it requires some pretty aggressive font hinting as far as I know.

    Are there any plans to improve this somehow?
    Maybe using the hinting information in the SDF shader?

    As for the raster/smooth/hinted modes... I assume they're just there for debugging (because text rendered using those modes looks really bad)


    (this thread is the continuation from here)
     
  2. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    2,742
    Just wanted to acknowledge seeing the post and will provide share some insight as soon as I have time.
     
    dadude123 likes this.
  3. dadude123

    dadude123

    Joined:
    Feb 26, 2014
    Posts:
    782