I’m working on a heavily UI focused game, that uses a sort of weathered paper look, so we want Text to have a nice textured look to them. The easiest way I’ve found is to apply a sprite Mask to Text objects as a means of giving it some texture, using this hierarchy:
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GameObject with Text and Mask components:

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GameObject with Image component:

I’ve tried various sprites at differing sizes and qualities for the Mask, all with the same result, but the one in this example is attached. Basically it’s a white square with a transparency, so that we can apply color programmatically. The Text color becomes the color of the textured look, while the Image color appears as the color of the text.
The resulting text with the Mask applied looks terrible, relative to normal text. Antialiasing seems to either not be working at all in this case, or we are missing some kind of setting somewhere.
Before masking:

After masking:
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My questions are:
- Is this the crazy way of doing it?
- Is there a possible bug we’re running into?
- Is there a better way to accomplish the same goal? Maybe using a material (I’ve played with this but couldn’t really figure out how to have the same effect)?
