Try:
Paste SVG code
Type
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Working…
Drop an SVG to start
Or try one of the samples on the left.
Drawn the way a game draws it: from the small texture, scaled up. Zoom in: the edge stays sharp.
Texture
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Shape
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Made in
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Using it in your engine
Import the PNG as linear data (sRGB off), no mipmaps and no compression that blurs it. In your shader or material:
Median = max(min(R, G), min(max(R, G), B)) Opacity = saturate((Median - 0.5) * Sharpness + 0.5)
Sharpness is about the distance range times how many times bigger the shape is drawn than the texture (a 64 px texture drawn 512 px big with range 4: 4 × 8 = 32). For an outline, compare the median (or MTSDF's alpha) with a lower value than 0.5. SDF and PSDF have one channel: use R instead of the median.
- Unreal / UEFN: Compression UserInterface2D (RGBA), sRGB off, Mip Gen NoMipmaps; the formula in a UI or masked material.
- Unity: sRGB (Color Texture) off, Generate Mip Maps off, Compression None; the formula in Shader Graph.
- Godot: mipmaps off, filter linear; the formula in a canvas_item or spatial shader.
- Blender: an Image Texture node set to Non-Color, Separate Color, the formula with Math nodes into Alpha.