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As talked about within the feedback, you are utilizing the flawed methodology to verify how the SVGs scale.

The zoom slider within the sport window doesn’t re-render your scene at the next decision.

It takes your current render at a hard and fast decision and attracts every pixel bigger.

So no content material, not SVGs, not SDFs or different mathematically computed results, nothing will get extra detailed or smoother as you zoom in, and that is the deliberate behaviour of this zoom characteristic.

The rationale for that is with the intention to extra simply study issues like aliasing artifacts with out having to look uncomfortably shut at your display, or take screenshots to enlarge in one other program, or use an additional magnifier app hovering over the Unity window. It integrates this “let me see these actual pixels, however greater” workflow into the editor interface itself.

To see how your sport would take a look at a unique decision, preserve the zoom slider at 1x and alter the decision drop-down field within the high left nook of the sport view. This modifications the dimensions of the digital display the sport is being rendered into, previous to any pixel zooming. So SVGs, SDFs, and different shader results can be rendered smoother as you improve the decision right here. This rendering will faithfully match what you’d really see on a tool that has extra (or fewer) display pixels to attract on.

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