TextMesh Pro shaders have two unusual facilities for adjusting the Textures used for both the Face and the Outline: Tiling and Offset.
They're not accessible via the normal ways of using keywords to access shader properties in Unity.
Is it possible to access these properties from Monobehaviours? How?
If you're wanting to see sample code... there's little point... as I've tried all the normal ways of accessing shader properties in Unity and found none of them work, all throwing errors relating to symbols not existing. Or returning nulls.
These properties are somewhat nested, somehow.
If you've ever successfully edited these values with a Script in Unity, you'll likely know that they're a bit different.
Within the Shader files for TextMesh Pro, these values are known as:
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
Note, the .x
and .y
of these float4
are the scaling/tiling along their respective axis, whilst .z
and .w
are used for their offsets.
Depending a bit on which shader exactly you use - for now assuming one of the built-in ones like e.g. TextMeshPro/Distance Field (Surface)
you can search for the shader e.g. in Assets/TextMeshPro/Shaders
, select the Shader and now see which properties are exposed in the Inspector.
In that case it would be the _FaceTex
texture.
Now the Tiling
and Offset
are indeed quite tricky since they store those directly along with the Texture
property itself! You can see his when setting the Inspector to Debug
mode with the TextMeshPro selected
=> You want to use Material.SetTextureOffset
and Material.SetTextureScale
(= Tiling) with the property name of the texture itself
yourTextMeshPro.fontMaterial.SetTextureScale("_FaceTex", new Vector2(42, 42));
yourTextMeshPro.fontMaterial.SetTextureOffset("_FaceTex", new Vector2(123, 456));
The Tiling
and Offset
have no effect for the Outline apparently. See e.g. Distance Field (Surface) Shader.
Outline
...
Tiling: ????
Offset: ????
You could still try though and do the same just with _OutlineTex