This looks really interesting! I love the sharpness of sdf fonts! I have one question... When dealing with sdf, there's always a need to determine a sharpness/bluriness factor in the shader based on how much the input texture differs in texel density compared to the rendered content. I.e when rendering an sdf font saved in size 60 in a much smaller pixel-size on the screen. What solution do you use to keep the content as crisp as possible without looking jagged or aliased in small sizes? Do you rely on ddx/ddy (and filterwidth guesstimations for mobile) or do you use extra input information to the shaders to allow proper calculations on texel density? The reason I ask is because your screenshots look beautiful, and I hope thats the case on real devices as well, regardless of physical resolution and rendered font size. If you've overcome this sort of problem in some other way, that would be very interesting to hear about too. I don't want to buy the asset only to find out that fonts only look good in specific scale envelope.