Well it took some time for me to end up with something that works and perhaps you might be able to help make this process a little more painless, if you are interested.
Here are the steps:.
- Download this tool: http://bitsquid.blogspot.com/2010/04/distance-field-based-rendering-of.html (http://bitsquid.blogspot.com/2010/04/distance-field-based-rendering-of.html)
- Download the shader found in this post:: http://forum.unity3d.com/threads/68647-Scaling-Bitmap-Fonts/page3 (http://forum.unity3d.com/threads/68647-Scaling-Bitmap-Fonts/page3)
- Run BMFont ( I haven't used other font tools )
- Make sure that you select an 8 bit depth!
- Also select the XML option for the output file
- Add 16-pixels padding to all sides of the characters
- Select the white text with alpha preset
- Save your settings and export the font
- Open up the export settings again and select the text format for the output file
- Export the font again with a different name ( we need both the XML and the text files )
- Now run the tool you downloaded in step 1
- Click File->Convert and select the .fnt file that was saved in step 8 ( the xml one ). This will create a new texture and a new .fnt file. Delete this new fnt file as it doesn't work for some reason
- Time to import stuff in Unity. Import the shader from step 2. Import the texture created by the converter in step 12. Import the text fnt file created in step 10.
- Change the extension of this fnt file to txt
- Open the Font Maker and assign the font texture and the text file. Do not add them to your atlas just create a font without an atlas
- Select the material of the font that was just created and change its shader to the one we downloaded
- That should be enough. You can now create Labels with this font and your text should appear a lot sharper. Note that the default color of the new material is white and you cannot change that from the UILabel inspector. You need to go to your material and change the color there.
Messy but it worked for me. Let me know if it doesn't work for you!
which shader are you talking about in step 2? the one I tried did not work
Hey there - the one I tried was the shader named "Ippo/Font/Plain".
Hi, thanks for the clarification!
Unfortunately I followed your exact steps a few times over and I couldn't get it to work as intended
I downloaded the tool and the shader, followed your BMFont export options, converted the xml .fnt file, deleted the converted xml .fnt, put the converted texture and txt .fnt file into the font maker, and applied the shader but my resulting label resulted nothing the font. Any ideas on what I may have done wrong?
Thanks again!
Hey there,
I've been working on a desktop - web player project so I haven't tested this on mobile. I think the shader should be pretty fast though.