Nodes > Inputs > Engine > 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
| Name | Type | Description |
|---|---|---|
| Pass Identifier | float | Which text pass this quad belongs to:
Vertex and fragment Shaders. All passes. |
| Coverage Alpha Masked Color | color | The 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 Color | color | Per-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 Mask | float | Per-pass coverage alpha/opacity mask:
Fragment shader only. All passes. |
| SDF Distance | float | Spread-normalized signed distance to the glyph edge:
Fragment shader only. SDF passes only: Main, Outline, and Shadow. |
| UV | float | If 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
| Name | Type | Description |
|---|---|---|
| SDF Spread | dropdown | Determines 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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