There's also the option of rendering text as meshes.
TextMeshPro goes one step further and uses signed distance fields to handle arbitrary scale.
https://docs.unity3d.com/Packages/com.unity.textmeshpro@4.0/...
TextMeshPro goes one step further and uses signed distance fields to handle arbitrary scale.
https://docs.unity3d.com/Packages/com.unity.textmeshpro@4.0/...
Meshes and SDFs are much simpler on the GPU side but scaling them up too much can compromise accuracy, and scaling meshes down too much can introduce aliasing.