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Version: 5.x

Nodes > Inputs > Engine > Text Data

Text Data

Per-pass text data (Pass ID, colors, coverage mask, SDF distance, and UV) for building custom Text materials.

See the Custom Text2D Materials guide for more details.

Outputs

NameTypeDescription
Pass IdentifierfloatWhich text pass this quad belongs to:
  • Main = 0.0
  • Color (emoji) = 1.0
  • Shadow = 2.0
  • Outline = 3.0
  • Background = 4.0
  • Decoration (underline/strikethrough) Main = 5.0
  • Decoration Outline = 6.0
  • Decoration Shadow = 7.0


Vertex and fragment Shaders.

All passes.
Coverage Alpha Masked ColorcolorThe resolved Quad Color with the per-pass Coverage Alpha Mask multiplied into alpha. Equivalent to vec4(quadColor.rgb, quadColor.a * coverageAlphaMask).

Wire this directly into the Color port on the Mesh3D master node to get correctly shaped passes with the proper fill color from the text component.

Fragment shader only.

All passes.
Quad ColorcolorPer-pass fill color without the alpha coverage mask. Takes into account fill color, rich-text color and opacity tags, emoji textures, fill textures, and color tint.

Fragment shader only.

All passes.
Coverage Alpha MaskfloatPer-pass coverage alpha/opacity mask:
  • SDF or bitmap glyph alpha mask for Main/Outline/Shadow passes.
  • Emoji alpha mask for the Color pass.
  • Background rect alpha mask for the Background pass (for example, corner radius).
  • Decoration-bar alpha mask for Decoration passes (to get the proper thickness of decoration segments).


Fragment shader only.

All passes.
SDF DistancefloatSpread-normalized signed distance to the glyph edge:
  • Equal to 0 at the glyph edge.
  • Positive inside the glyph until 0.5, which is the max baked SDF distance inside the glyph.
  • Negative outside the glyph until -0.5, which is the max baked SDF distance outside the glyph.
  • Spread-normalized means the physical reach of the SDF distance gradient scales with the SDF Spread setting on the Text Data node. A wider SDF Spread makes the [-0.5, 0.5] range visibly wider.
Note: for the Outline pass (or the Shadow pass with outline enabled), an SDF distance of 0 refers to the outline edge, not the main glyph edge.

Fragment shader only.

SDF passes only: Main, Outline, and Shadow.
UVfloatIf FillMode:Color: per-quad UV normalized with (0,0) at the bottom-left corner and (1,1) at the top-right corner.

If FillMode:Texture: the component's per-pass fill UV, driven by that pass's Tile Count / Tile Zone / Stretch Mode. Sample your own Texture 2D with it for textured fills, or make screen/layout-rect-spanning effects.

Fragment shader only.

All passes.

Properties

NameTypeDescription
SDF SpreaddropdownDetermines how far, in em units, the signed distance field extends outward from the glyph edge before it saturates, which increases the mesh size of the glyph quads. This lets larger effects like glow extend past the default quad size allocated for glyphs.
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