Found a good solution by Zac Marvin, you simply need switch the auto-generated bitmap with a custom one and change the TextMeshPro Font Asset Material to TextMeshPro/Bitmap Custom Atlas.
Thank you so much @Hugosslade1 , this really helped me. The other options didn’t have all the options I was looking for, but with this I can do different colors and different outline colors, and still be in pixel perfectness. Thanks!
Just got my solution to work.
Watched Zac’s video, and while it was really helpful, his method of copy pasting sprites into the atlas was inconvenient for me.
Instead I made a font without proper outlines, extracted the atlas, and added the outlines afterwards in Aseprite. l imagine you can do this to add shadows and stuff too.