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SDF Maker

A web tool for converting high resolution images or textures with transparency to low resolution images with signed distance fields. Runs in a browser!

This blog post explains the algorithm behind this tool and goes into details about using SDF textures.

Preview

How to use it?

  1. Drag an image file to the drop target on the left. This can be a .PNG image with transparency or a .SVG vector image.
  2. Choose the output resolution. For good results, the output resolution should be several times smaller than the input resolution. If the input image is a .SVG image, the tool converts it to a 4k input image to ensure the input resolution is high enough.
  3. Click the "generate" button to produce the output image. The output image is a .PNG image that can be downloaded.

The quality of the output SDF can be previewed by hovering the cursor over the left panel that contains the input image. A circular area around the mouse shows how the SDF sprite will be rendered. If the left mouse button is pressed, the preview is zoomed by 200%.

Settings

Setting Description
Radius The radius of the signed distance field. This can be 1 in most cases, but it can be increased if the SDF will be used for things like outline rendering.
Threshold The input image opacity threshold that is considered opaque. Any input pixel with alpha over this threshold is considered opaque.

PNG output

The tool uses UPNG.js to produce output .PNG images, since not all browsers can produce .PNG images with colorized transparent pixels. In many cases, transparent pixels will become black. This causes problems with mipmapping, since the black color blends into the neighboring pixels when downscaling to lower mipmap levels. This tool sets the color of transparent pixels to the color of the nearest opaque pixel and uses UPNG.js generate the output image, preventing this issue.

This image shows the difference between colorized transparent pixels (left) and black transparent pixels (right):

Mipmapping

Rendering SDF edges in GLSL

To render SDF textures, the alpha channel of a pixel should not be interpreted as the transparency of that pixel, but rather as the distance to the edge of the image, where 0.5 is exactly on the edge. The following GLSL snippet outputs transparent pixels whenever they are outside the shape:

vec4 pixel = texture(source, uv);

vec4 color = vec4(pixel.rgb, step(0.5, pixel.a));

This example sets alpha to either 0 or 1. Edges can also be anti aliased using the following GLSL snippet:

vec4 pixel = texture(source, uv);

vec4 color = vec4(pixel.rgb, clamp((pixel.a - 0.5) * 2.0 / fwidth(pixel.a), 0., 1.)));

This example interpolates alpha from 0 to 1 using standard derivatives, creating smooth anti aliased edges.