I have a texture (Figure 1), and I created a material (Figure 2). When I applied it to a WPF TextBlock, the result was as shown in Figure 3. What I expect is the effect in Figure 4.
Since TextBlock renders text units individually, the top-left corner of each character is (0,0) and the bottom-right corner is (1,1). This causes identical tiling counts across all characters, resulting in inconsistent “density” when rendering characters of different sizes (like C vs. I).
I also tried using screen-space UV coordinates for rendering, which matched my expected visual result. However, during animations, the background no longer moves with the text elements.
How can I achieve one of the following:
1Consistent texture density across characters of different sizes()
2using screen-space UV coordinates, Background movement synchronized with text during animations?
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there’s a node that gets the screen pixel size. i think it could help you. i don’t remember exactly the name though.
check this SceneTexelSize | ueHow
and this Material render size in UI materials - #2 by Zaratusa
Sorry, I tried the two methods you said and didn’t solve my problem, thanks
im sorry i don’t have any other ideas
maybe try a different approach.
i hope you find an alternative soon.