This is great - I was going to write the SDF code - but hey, why bother. This package is awesome. One question - I looked through the shaders, it doesn't look like you're doing anti-aliasing based on screen space derivatives - as per valve's alpha tested mag - http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf float scale = input.param.y; It seems like this should also use ddx / ddy. Any reason? Was this a compatibility thing? Not a huge deal - I can make the changes myself - I just want to make sure I'm not missing something. Image for reference.