Sorry if I missed this, or even if this is possible or not. I'm switching over to dynamic fonts in 2.6.1. However, I'm running into a problem. I want to use a custom shader for the dynamic font that uses backface culling. It seems that Unity automatically creates a material and texture object in the project hierarchy when the .ttf font is set to dynamic.
I created a new material, and set the texture property on the material to the texture that the dynamic font generates. Regardless if I drag and drop or select the new material, the UIFont automatically resets back to the Unity Dynamic font material. Is there a reason why this behavior is not allowed? Is there something that I'm missing?
Seems like if we can't use a different material/shader than the default one, dynamic fonts are significantly less useful.