Quick answer: Enable Multichannel Signed Distance Field in the font import. Lower pixel_size on Label3D. Disable mipmap filtering on the SDF texture if dropouts appear.
Floating damage numbers, signage, billboards. Up close: crisp. 20 m away: a smear. Bitmap atlas mips are killing the text.
The Symptom
Label3D nodes look fine in editor at default zoom but pixelate or blur when the camera pulls back.
The Fix
# Font import dock
Multichannel Signed Distance Field: true
MSDF Pixel Range: 8
MSDF Size: 48
# Label3D node
font: Inter.ttf # now SDF
font_size: 64
pixel_size: 0.005 # smaller = sharper
no_depth_test: false
billboard: Enabled
SDF rendering uses a small atlas + shader to produce crisp glyphs at any scale. Smaller pixel_size brings more atlas pixels per glyph at the rendered size.
Filter Mode
If glyph edges show stepping, set the SDF texture filter to Linear (default). If they show double-edges or fringe, MSDF Pixel Range is too low — bump it to 8 or 12.
Verifying
Pull the camera from 1 m to 50 m. Text remains legible at all distances; no blur, no jaggies. Compare with bitmap font: bitmap blurs out around 10 m.
“SDF font. Tight pixel_size. Crisp at all distances.”
Related Issues
For Camera2D zoom smoothing, see zoom jitter. For shader instance uniform, see instance uniform.
SDF on. Pixel size tight. Text reads.