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Won't Fix

Votes

5

Found in [Package]

3.0.3

Issue ID

TMPB-53

Regression

No

[XR][TMP][SRP] Text within headset is rendered blurry when shrinking Game view

Package: TextMeshPro

-

Reproduction steps:
1. Open the user's attached "TextRenderingBug.zip" project
2. Load SampleScene
3. Expand the Game view as much as possible
4. Enter Play mode
5. Shrink the Game view to the minimal size

Expected result: blurriness of the text does not change
Actual result: the text becomes blurry

Reproducible with: TMP 1.4.0, 3.0.3 & HDRP/URP 10.0.0-preview.26, 10.3.1, 11.0.0 (2020.2.1f1, 2021.1.0b3, 2021.2.0a3)
Not reproducible with: TMP 1.4.1 & HDRP 4.10.0-preview (2018.4.31f1), TMP 2.1.3 & HDRP/URP 7.5.2, 9.0.0-preview.72 (2019.4.18f1, 2020.2.0b2)

Notes:
- the issue reproduces only when URP or HDRP is installed
- the text renders correctly when using the "TextMeshPro/Distance Field SSD" and "TextMeshPro/Mobile/Distance Field SSD" shaders, but becomes blurry when using "TextMeshPro/Distance Field", "TextMeshPro/Distance Field Overlay", "TextMeshPro/Mobile/Distance Field" and "TextMeshPro/Mobile/Distance Field - Masking"

Tested with:
- Oculus Rift

  1. Resolution Note:

    Thank you for bringing this issue to our attention. After careful consideration, we have determined that this issue is not aligned with our current development priorities and focus areas (UI Toolkit). As such, we have decided not to invest time and resources into addressing it. We appreciate your input and understanding, and please let us know if you have any other concerns or issues you would like to report in the future.

Comments (1)

  1. Stephan_B

    Feb 16, 2021 08:20

    Since this issue is only reproducible with the standard TMP shaders, you can switch to using one of the SSD variants of the TMP shaders.

    These shaders are included in the latest TMP Essential Resources and have the suffix "SSD" at the end of their names (e.g "TextMeshPro/Distance Field SSD").

    These shaders provide the same functionality as the normal TMP shaders but do not require tracking of scale changes on text objects nor passing SDF Scale information to the shader either. As such, the "Is Scale Static" property found in the Extra Settings of the text component inspector can be set to true.

    On the other hand, these shaders user screen space derivative to get around having to pass SDF scaling information via the geometry of text to the shaders. As such, they have a higher performance overhead which can be noticeable on older mobile devices.

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