Implement Signed Distance Fields for 2D shaders #43886
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
SDF Support
SDF operates in screen-relative global coordinates (pre-canvas transform), so its easy to measure distances in your shaders, as they use the same units as your game.
Example:
The following shader allows to make long drop shadows.
Code:
TODO
In the future it may be possible to optionally toggle a canvaslayer for sdf generation, so its not only limited to occluder polygons, but this will most likely have an increased cost, given rendering the screen oversized (like 1.x to 2.x the margins) is required to have useful SDFs (and this also requires more shader variants compiled). Most likely post 4.0 material.