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Oh, I misremembered... a long time ago STM used to use a surface shader instead of a vertex/fragment shader to render, and *that* used emission. (frag/vert just renders the colour directly)

I attempted to rewrite that, so please give this a shot: https://pastebin.com/Dy04z8F5


Let me know how this goes! The shader is pretty simple, so it might not do what you want, just yet.

Hello Kai,

I'm trying to use this shader as well, but I keep getting the horrible magenta "missing" color on my text instead.

I was wondering if this only works on the default render pipeline, or if it might be a different issue you might have come across?

(1 edit)

Yes, that shader is just for the default render pipeline. (Unity's surface shaders don't work in URP/HDRP, and that's a surface shader I made in the previous post) Super Text Mesh's shaders only fully work properly with the default render pipeline (but I'm currently working with a friend to get a proper URP/HDRP shader made...)