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SDF Generator

Module: Tech · Category: TextureGenerators · Tool ID: SDFGenerator

Generate Signed Distance Field (SDF) textures from source images. SDFs let you render shapes at arbitrary resolution without pixelation — perfect for UI icons, glyphs, vector-style VFX, and any material that needs sharp edges that scale. Supports two SDF algorithms (Brute Force / Dead Reckoning Sweep), three output modes (Grayscale / RGBA-with-source / Multi-Channel SDF), and configurable spread distance.

Screenshot 01 — Hero shot — Tool open with a logo source loaded, SDF preview visible at the bottom showing the smooth distance gradient.


  • UI icon SDFs — sharp at any resolution
  • Vector-style VFX masks
  • Glyph / text SDF generation for custom font systems
  • Distance-driven material effects (outlines, dilation, erosion)
  • Don’t use this for general-purpose textures — SDFs encode distance, not color. Standard textures are usually what you want.
  • Don’t expect 3D SDFs — 2D output only

  1. Open the EQLabs Hub and search for SDF (or browse to Tech → TextureGenerators)
  2. Click the tool card
  3. Browse for a source image (or pick from Content Browser)
  4. Configure, click Generate Preview

SectionWhat it doesDefault
Source Texture FileExternal file path (Browse)(empty)
Source Texture (Content Browser)UTexture2D from CB(empty)
ThresholdBinary mask threshold0.5
SpreadMaximum distance encoded (in pixels)32
Output ResolutionOutput texture size256
Algorithm comboBrute Force (slow, accurate) or Dead Reckoning Sweep (fast, near-accurate)Brute Force
InvertFlip inside/outsidefalse
Output ModeGrayscale / RGBA (source RGB + SDF in alpha) / MSDF (3-channel SDF)Grayscale
Save Asset PathOutput asset path/Game/Textures/T_Generated_SDF
Browse SourceOS file picker
Generate PreviewComputes the SDF
Export PNG / Save as UE AssetSaves the result
ModeWhat it produces
GrayscaleSingle-channel SDF (smallest, simplest)
RGBA + SDF AlphaSource RGB preserved, SDF in alpha channel
MSDFMulti-channel SDF — sharp corners are preserved better than single-channel SDFs
AlgorithmWhen to use
Brute ForceSmall images / when accuracy matters most
Dead Reckoning SweepLarge images — much faster with negligible quality loss for typical use

Screenshot 02 — MSDF output — MSDF mode result showing distinct R/G/B channels around a logo.


  1. Browse / pick a source icon
  2. Set Threshold (0.5 is the default for clean black-and-white icons)
  3. Set Spread (32 for typical 256² output; raise for larger)
  4. Pick Grayscale mode
  5. Click Generate Preview, then Save as UE Asset
  1. Same setup as above
  2. Pick MSDF mode — preserves corners better
  3. Generate, save as asset

Settings persist to [Project]/Saved/EQLabs/Settings/SDFGenerator.json.


  • UTexture2D asset — via Save as UE Asset
  • PNG file — via Export
  • Compression — auto-set appropriate per output mode

  • Spread sets the max encoded distance — too small clips at the boundary, too large wastes precision
  • MSDF needs a shader that knows how to sample 3 channels — vanilla Grayscale works with any sampler
  • Dead Reckoning Sweep is the production default — Brute Force is fine for hero icons but slow on 1024+
  • Source image binary threshold matters — clean black-on-white sources work best; antialiased edges can shift the mask boundary


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