Mipmapping Alpha-Tested Textures: A Clever SDF-Based Solution

2025-01-17
Mipmapping Alpha-Tested Textures: A Clever SDF-Based Solution

A game developer encountered issues with mipmapping alpha-tested textures used for foliage rendering. Mipmaps caused textures to disappear or distort at a distance. The article explores various solutions, including adjusting alpha values and using Signed Distance Fields (SDFs). Ultimately, a combined approach using premultiplied alpha, max downsampling of SDFs, and averaging premultiplied colors proved effective, preserving texture shape while avoiding artifacts and improving visual quality.