>>106475071
>that gradients and thin strokes tend to fade away if you zoom in too much
ah, that's a well knows drawback of SDFs. The loss of details is one of the reasons I finalized on rendering vector graphics. Even fonts rendered with SDF texture atlas have loss of quality issues especially at the regions with sharp curves. Fixing or implementing a workaround involves a very complicated solution, making the entire thing very complex to deal with.
I could suggest you to generate a signed distance texture version for all of your animations(not multi-channeled, but a single bytemap version with varying grayness as per the signed distance as shown in picrel) but requirements like gradient colors probably don't offer much performance gains over what your are currently doing.
Gotta see.