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.