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Bug TextMeshPro rendering when using FXAA

Discussion in 'VR' started by veselekov, Jun 7, 2023.

  1. veselekov

    veselekov

    Joined:
    Jan 5, 2014
    Posts:
    32
    HI,



    I have an issue with TextMeshPro rendering when using FXAA in VR. The long and short

    - the game uses URP with the render scale set to 0.7

    - 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
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,060
    Can you provide a screenshot for the artifacts?
    Does this also happen outside of VR?
    Is Unity updated to the latest bugfix version possible?
    Maybe Forward+ is a nice alternative if you still want MSAA?
    TAA might work as well in newer unity versions?