TextMesh Pro text is blurrier than the regular Unity UI text, not sure what to change

I posted an example straight from the game, same exact font / size. Black text on a white background. It’s subtle, but the TMP text is definitely blurrier. When I zoom in (also in the example) I can see that the TMP one is adding more grey around the letters.

I really have no idea where to set this to fix it, but ideally I want little to no grey added. A clear, sharp black to white transition would be the best.

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At what point size are you displaying this text?

What is the sampling point size of the font asset?

The font size is 30, not sure what the sampling point is, where would I find that?

When using the Font Asset Creator, the sampling point size is either set automatically or manually. The resulting sampling point size is shown in the Results window. You can also check the sampling point size in the Font Asset Inspector as seen below.

The Sampling Point Size can also be changed for Dynamic Font Assets via the Generation Settings in the Font Asset Inspector also seen below.

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In terms of the differences, UI.Text only supports bitmap fonts which will render differently than SDF font asset which TMP uses. There are several posts explaining the differences between the two types of rendering modes Bitmap vs. SDF. Here is one such post .

Without diving into the differences between those two rendering modes, you can adjust the sharpness of the SDF font asset using the Sharpness slider in the found in the Debug section of the material inspector of the material used by the font asset.

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