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MSDF atlas generation and
text rendering

Year:
2026

As part of The Game Assembly's Tool Development course I worked on integrating text rendering capabilities into my group's custom game engine in the form of MSDF.

To the right is the HLSL shader that my group's custom game engine uses to render font glyphs using MSDF. It is based on Victor Chlumský's shader example that he's provided on his GitHub, but I've translated it from GLSL to HLSL and modified it to work using our game engine's shader conventions.

If you have a keen eye you might notice that we're technically using MTSDF (Multi-channel Transparent Signed Distance Field) atlases rather than pure MSDF atlases in our engine. This works exactly like MSDF atlases really, but we also provide our shader with a normal SDF in the atlases alpha channel. This enables us to create "soft" effects on our texts, like an inner- or outer glow.

This is, however, currently still a work in progress and will be updated at a later date when I've set it up properly.

Type:
Game Engine Tool/Feature

Skärmbild 2026-04-08 064356.png
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