How to reproduce:
1. Open the attached “IN-141429” project
2. Open the scene “SampleScene”
3. Observe the Game view
Actual result: Glyph is resolved to a Bold font asset through a fallback chain, synthetic bold dilation is applied on top of it, making the text appear significantly thicker than intended and nearly unreadable
Expected result: Glyph is resolved to a Bold font asset through a fallback chain, it renders cleanly without any additional synthetic bold dilation, the same way it does when the same Bold font asset is used as the primary font
Reproducible with: 2023.2.0a1, 6000.0.74f1, 6000.3.15f1, 6000.4.6f1, 6000.5.0a7
Not reproducible with: 6000.5.0b7, 6000.6.0a4
Fixed in: 6000.6.0a1 (b0e692525f04)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Note: The issue only occurs when the Bold font asset is reached through a fallback chain. When the same font asset is assigned directly as the primary font via -unity-font-definition, bold style is applied correctly with no extra dilation.