This is the scene view:
And this is the game veiw:
I’ve been working on a 3x5 text font asset (TextMeshProUGUI component with Mesh Renderer) for a project with a pixel perfect camera. The pixel perfect setup uses two cameras, a render texture and raw-image canvas renderer setup instead of the built in component, so I can apply post processing effects at max resolution and subtle sub-pixel screenshake and such. (Help yourself to the code and setup by the way if you’re interested)
This is not simply due to the font size being so small. This effect occurs even if the text’s size matches perfectly with the pixels-per-unit of the camera
Additionally, I have tried applying a small offset to the text, which works occasionally, but requires tweaking depending on the text being displayed which makes this not feasible for a fully-fledged game.
Here’s a download for a unitypackage reproducing the problem (You may need to import cinemachine and change the dither material to sprites-default):
https://www.dropbox.com/scl/fi/r9lv9dbns7877s0ov991q/TMP3x5PixelPerfectFont.unitypackage?rlkey=6zfm2mv7mobrf191rcq5f6pbk&st=e9vmj1v7&dl=0
How can I get rid of this effect to get consistent pixel-perfect text? Does it have something to do with the mesh renderer component? Some funny business with the way Unity Renders text?
Any help would be greatly appreciated


