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Sharper Mipmapping using Shader Based Supersampling (Ben Golus, Aug 2019)

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Ben Golus, Aug 2019

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Description

Ben Golus's August 2019 Medium article presents shader supersampling to sharpen mipmapped UI text and icons without disabling mips, motivated by blurred VR labels on Wayward Sky and Dino Frontier.

It covers mip basics, anisotropic filtering, mip biasing via tex2Dbias or tex2Dgrad, and four-sample ordered or rotated-grid supersampling using UV derivatives to offset taps while keeping pref filtered mips.

The write-up targets Unity Built-in RP HLSL with MSAA and notes URP or HDRP ports; Unreal can use tex2Dgrad scaling. Intermediate shader authors benefit; Golus warns post-transparency TAA may not need the trick.

The post is a single GIF-heavy page with copy-paste snippets and HLSL doc links. Use it on problem albedo and text, not normal maps, and watch mobile sample cost.

Golus's filtering articles are widely linked in technical-art shader indexes for crisp in-world UI.