Blurry Text

I am using Screen-Space Camera as a render mode on canvas but the Textmeshpro text is looking blurry. I think it might be due to canvas scaler setting. Following is the result I am getting in unity and Canvas settings.

This looks like either a scaling issue (ie. not using uniform scaling on the text object or any of its parents) or ScaleX and ScaleY in the debug section of the material inspector not being set to a value of 1 or the Gradient Scale also visible in the Debug section of the Material inspector not being set to padding + 1.

The issue could also be related to the Canvas “Additional Shader Channels” not being set properly where Texcoord1 is not set.

Hello thanks for the reply. I solved this issue by disabling HDR on camera

TextMesh Pro Looking Blurry:
I am building unity WebGL build and it looking very blurry. Is there any solution to resolve this?
Note: It is looking good in the editor and for the iOS build.

Thanks in Advance.

TextMesh Pro Looking Blurry:
I am building unity WebGL build and it looking very blurry. Is there any solution to resolve this?
Note: It is looking good in the editor and for the iOS build.

I am using unity version 2019.2.16f1

Thanks in Advance.

Are you using a Canvas Scaler or some type of scaling on the text objects?

Check if switching to the SSD versions of the TMP shaders resolves the issue. SSD shaders are included in the TMP Essential Resources included in the latest release of the TMP package. SSD shaders have the suffix SSD.

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6408765--715581--upload_2020-10-12_16-9-2.png

Stephan_B As you suggested I have tried with SSD shader also. But still, fonts are looking blurry.
I am using textMeshPro version 2.1.1

I am using these settings on canvas scaler. And screen size is also the same as the reference Resolution size
6408765--715587--upload_2020-10-12_16-12-31.png

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It should not be blurry when using the SSD shaders as those do not require SDF scaling.

Can you provide a screenshot of the material inspector of that text object along with another showing the font asset and its creation settings?

6412059--716193--upload_2020-10-13_12-15-40.png

6412059--716196--upload_2020-10-13_12-16-53.png

6412059--716199--upload_2020-10-13_12-17-34.png

6412059--716202--upload_2020-10-13_12-25-44.png

Stephan_B
Please find the above screenshot. Let me know if any corrections needed.

Thank you

6412059--716190--upload_2020-10-13_12-14-17.png

Please re-generate the font asset to increase the ratio of Sampling Point Size to Padding. Currently your sampling point size is 105 with padding of 5. Increase this ratio to about 10% and let me know if the issue you are seeing goes away?

P.S. You can switch to using the Mobile Distance Field shader. Ie. not the SSD version.

Hi Stephan_B
I have re-generated font asset by increasing sampling point and padding by 10%. But still, text in Web GL build is looking blurry. :frowning:

6416909--717080--upload_2020-10-14_17-49-36.jpg

6416909--717083--upload_2020-10-14_17-50-10.jpg

6416909--717086--upload_2020-10-14_17-50-37.jpg

With an updated Sampling Point Size to Padding and using the SSD versions of the Shader, the text should render correctly. So something else is causing this behavior.

Can you submit a bug report with the included project / repro scene for me to look at?

Please provide the Case # once you have it.

Hi Stephan_B

Thanks for your quick reply. :slight_smile:

As you suggested, I have reported bug and they have suggested me to use unity version 2018.4 LTS or above 2019.3 version. So I have upgraded my unity in 2020.1.10f1 and it is looking good now.

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@Stephan_B I am using 2019.4LTS and having the exact same issue in WebGL

Issue is likely the result of some scaling possibly the result of using a Canvas Scaler where the text objects aren’t aware of the scale change resulting in incorrect SDF Scale. See my reply to your other post.

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Also check anti-aliasing setting on base camera. FXAA anti-aliasing got the same result.

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This fixed it for me.

Thank you,
Chris

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I too had the same issue!

Just noticed FXAA was forced on in game, and also in our main menu. Shutting it off in the menu made things look a lot better!

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Might help someone so I’m posting :

Fixed my blurry font by : Window → TextMeshPro → Font Asset Creator

Chose your “Source Font File” (which is your normal font you want to transform to TextMeshPro), then change :
Packaging Method : Optimum
Atlas Resolution : 4096x4096
Render Mode : SMOOTH

Press Generate Font Atlas, Save, then try it out.

It worked for 5 of my blurry fonts, might take more memory idk, but it’s better than having blurry text

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