A game about forced loneliness, made by TACStudios
1# Bitmap Mobile Shader 2 3The 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. 4 5Unlike the regular Bitmap shader, the mobile Bitmap shader does not support textures for the text face. 6 7## Properties 8 9![Example image](../images/TMP_Shader_BitmapMobile.png) 10 11![Example image](../images/Letter_A_half.png) **[Face](#Face):** Controls the text's overall appearance. 12 13![Example image](../images/Letter_B_half.png) **[Debug Settings](#DebugSettings):** Exposes internal shader properties that are sometimes useful for troubleshooting. 14 15<a name="Face"></a> 16### Face 17 18The Face properties control the overall appearance of the text. 19 20 21| Property: | Description | 22|--------------|-------------| 23| **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.| 24| **Diffuse Power** |Increase this value to multiply the text **Color**, which brightens the text. | 25 26<a name="DebugSettings"></a> 27### Debug Settings 28 29The debug section exposes some of the shader’s internal properties. They can be helpful for troubleshooting problems you encounter with the shader. 30 31| Property: | Description | 32|----------------------------------|-----------------------| 33| **Font Atlas** | Points to the atlas texture used by the font Asset. | 34| **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. | 35| **Softness X/Softness Y** | When **Mask** is set to **Soft**, set these to adjust the softness of the edge of the text. | 36| **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. |