I have a Camera looking from the top capturing a TextMeshPro. The camera’s output is to a Render Texture that is assigned to a material. The material is then assigned to a curved screen and everything is rendered using URDP settings.
I noticed the text on the rendered screen in Unity looks good but on my Oculus Quest 2, it “shakes” a lot, and figured that it was due to aliasing. So I activated the mipmap option in my Render Texture. Now my text doesn’t shake but is blurry and uncomfortable to read. How can I fix this?
Some other things I tried:
- Increase the font size to 200 and scale down the Text
- Adjusting the resolution of the Render Texture to 4000 x 4000
- Enabled MSAA x4 for my game
Below is a screenshot comparing the TextMeshPro after applying mipmap to the Render Texture (Sample Text) in comparison with the same TextMeshPro placed in front of the curved screen (Sample Text 2). Sample Text 2 looks more readable and more comfortable.