- A font asset's SDF atlas: glyphs rasterized at 48 px with 6 px of padding, turned into signed distances by an exact Euclidean distance transform (Felzenszwalb and Huttenlocher), packed on shelves; 0.5 is the outline.
- UI vertices carry a distance field style (face threshold, outline threshold, softness, outline color); the UI shader draws the face over the outline with screen-space antialiasing (fwidth). TextMeshProUGUI switches to the SDF atlas when its material sets _FaceDilate, _OutlineWidth, _OutlineSoftness or UNDERLAY_ON, or outlineWidth is set; underlays draw as offset copies of the glyphs under every face. Plain text keeps its bitmap glyphs (and its conformance).
- ShaderUtilities' property IDs are ints (Shader.PropertyToID, now remembering names) and Material gained the int-ID SetFloat/GetFloat/SetColor/GetColor/SetVector/SetTexture overloads.
- A GPU test checks the outline and face bands over a distance ramp; a
text_effectssample shows an outline, drop shadows, dilation and softness. - Not yet: glow, bevel, face/outline textures, effects on 3D TextMeshPro, Unity's exact gradient scale (widths are close, not identical).
- Next: bindless materials and mesh LODs (GPU-driven rendering).
Phase 5 · Slice 30 ·