UnityGame/Library/PackageCache/com.unity.ugui/Documentation~/TextMeshPro/ShadersBitmapMobile.md

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2024-10-27 10:53:47 +03:00
# Bitmap Mobile Shader
The mobile Bitmap shader is designed to use bitmap-only fonts. It treats the font atlas like a regular texture, displaying it directly, and does not support any text effects. Bitmap-textured text becomes blocky when you zoom in on it.
Unlike the regular Bitmap shader, the mobile Bitmap shader does not support textures for the text face.
## Properties
![Example image](../images/TMP_Shader_BitmapMobile.png)
![Example image](../images/Letter_A_half.png) **[Face](#Face):** Controls the text's overall appearance.
![Example image](../images/Letter_B_half.png) **[Debug Settings](#DebugSettings):** Exposes internal shader properties that are sometimes useful for troubleshooting.
<a name="Face"></a>
### Face
The Face properties control the overall appearance of the text.
| Property: | Description |
|--------------|-------------|
| **Color** |Adjust the face color of the text.<br/><br/>The value you set here is multiplied with the vertex **Colors** you set in the TextMeshPro component.<br/><br/>Set this to white to use the original vertex colors.<br/><br/>Set this to black to cancel out the vertex colors.<br/><br/>Similarly, setting the Alpha to **1** uses the original vertex-color alpha, while setting it to **0** removes any alpha set in the original vertex colors.|
| **Diffuse Power** |Increase this value to multiply the text **Color**, which brightens the text. |
<a name="DebugSettings"></a>
### Debug Settings
The debug section exposes some of the shaders internal properties. They can be helpful for troubleshooting problems you encounter with the shader.
| Property: | Description |
|----------------------------------|-----------------------|
| **Font Atlas** | Points to the atlas texture used by the font Asset. |
| **Offset X/Offset Y** | Offset the vertex positions of each character in X and Y.<br/><br/>You can change these values using a script to create simulated crawl or scrolling FX. |
| **Softness X/Softness Y** | When **Mask** is set to **Soft**, set these to adjust the softness of the edge of the text. |
| **Clip Rect** | Clip Rect defines the Left (**L**), Bottom (**B**), Right (**R**) and Top (**T**) world space coordinates of the masking rectangle.<br/><br/> This is normally set automatically by the **2D RectMask**. However when using a normal **TextMeshPro** component, this allows you to set / control the masking region. |