MSDF
A way to render crisp text at any scale by storing a glyph's distance field across three colour channels instead of one.
A plain signed distance field keeps the distance to the nearest edge in a single greyscale channel — scalable and clean, but it rounds off sharp corners, because one channel can't describe two edges meeting at a point. MSDF (Multi-channel Signed Distance Field) encodes several edge distances across the R, G and B channels, and the shader rebuilds the corner as the median of the three. The result: sharp serifs and corners even blown up large.
Introduced by Viktor Chlumský in 2015. One small texture atlas is enough to draw the whole typeface at any size — standard in game UIs.