I explicitly use RGSS on SDF fonts. In fact the first version of this technique I wrote was implemented to help fix aliasing on SDF font rendering. Texture based SDFs handle magnification (scaling up) very well, but do not gracefully handle minification (scaling down) for all the same reasons as this article discusses. In the Caveats & Additional Thoughts section at the end goes over this a little.

I could probably release a version of the RGSS shader I use for TextMeshPro now that it’s no longer a paid asset.

That said, the grid used for this article would definitely be better implemented using a procedural SDF shader rather than a texture. It’s just a good extreme case that shows off the problem of texture mipmapping.

Tech Artist & Graphics Programmer lately focused on Unity VR game dev.

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