Hope this isn’t a redundant post, but a quick search didn’t turn up a good answer. I recently had to set up a bitmap TTF font in TextMesh Pro. I had to spend a few minutes playing around with it to get it crisp. I’m posting my steps here so I can find them again if I need them later. If I missed steps or someone wants to add corrections or clarifications, please do.
This will open the Font Asset Creator window. Set the Sampling Point Size to the bitmap font size, and set Render Mode to RASTER or RASTER_HINTED. I chose the Extended ASCII Character Set below. Then click Generate Font Asset.
Create TextMeshPro / TextMeshProUGUI elements in your scenes. Set the Font Size to multiples of the bitmap size (e.g., for 8 px, use 8, 16, 32, etc.). Below is the font rendered at Font Size 8, then blown up in Photoshop so you can see that the edges are crisp.
I picked up another tip recently from Brian Bucklew (Caves of Qud). If your text isn’t kerning properly or is slightly off when aligning to the baseline, try turning off the TextMeshPro/TextMeshProUGUI’s Extra Settings > Font Features > kern.