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Question by vexe · May 17, 2017 at 06:51 PM · fontnguittf

"Hinted Raster" font rendering has anti-aliasing/smoothing in it?

Greetings,

So we're trying to get Chinese to work in our game. We usually use Bitmap fonts but a Chinese bitmap would be at least a 2k texture which we can't afford. So we're switching to dynamic/ttf font for Chinese.

Our game is a pixel 2D game, so we need everything crisp. The problem with dynamic font is no matter what setting I choose in the font importer (even Hinted Raster), it sill shows some smoothing/anti-aliasing.

Any tips/thoughts/ideas how to make it NOT do that would be appreciated

PS: We're using NGUI and Unity 5.4.3p4

Here's a comparison screenshot of a Dynamic font with Hinted Raster and a Bitmap font.

alt text

Thanks

fontcompare.png (123.3 kB)
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Answer by r8-Bit-Ape · Aug 31, 2017 at 10:10 AM

In the inspector you can create an editable copy of the font that allows you to change texture settings:

alt text

Edit: You need to change Character to Unicode to allow creation of the copy


screen-shot.png (18.6 kB)
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Answer by vexe · May 17, 2017 at 07:23 PM

So it seems like it's the filter mode on the font texture but for whatever reason they don't let you change it. Changing it in code seems to work.

 public Font DynamicFont;

 [ContextMenu("Make It Crispy")]
 void MakeItCrispy()
 {
     if (DynamicFont)
     {
         DynamicFont.material.mainTexture.filterMode = FilterMode.Point;
         DynamicFont.material.mainTexture.anisoLevel = 0;
     }
 }

I'll keep this answer around un-accepted incase someone has a less hacky better way to do it.

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