Frost
Photoreal frozen ice — thickness-driven subsurface scattering that reads as a solid block, with fine frost crystals creeping in from the edges
Props
Prop
Details
originstringDefault:
centerReference edge the center position is measured from (center default). Lets you pin the shape relative to a corner or the canvas centre.
originstringDefault: centerReference edge the center position is measured from (center default). Lets you pin the shape relative to a corner or the canvas centre.
center{x: number, y: number}Default:
{"x":0.5,"y":0.5}Center position of the ice shape
center{x: number, y: number}Default: {"x":0.5,"y":0.5}Center position of the ice shape
scalenumberDefault:
1Scale of the ice shape (1 = default size)
scalenumberDefault: 1Scale of the ice shape (1 = default size)
rotationnumberDefault:
0Rotation of the ice shape in degrees
rotationnumberDefault: 0Rotation of the ice shape in degrees
iceColorstringDefault:
#0597fcIce tint — the colour deep ice saturates toward (thin edges stay near white)
iceColorstringDefault: #0597fcIce tint — the colour deep ice saturates toward (thin edges stay near white)
ambientnumberDefault:
0Cool ambient fill so shadowed ice never goes black
ambientnumberDefault: 0Cool ambient fill so shadowed ice never goes black
edgeSoftnessnumberDefault:
0.05Softness of the shape boundary edge
edgeSoftnessnumberDefault: 0.05Softness of the shape boundary edge
densitynumberDefault:
5Optical depth multiplier — how thick and deep the ice reads
densitynumberDefault: 5Optical depth multiplier — how thick and deep the ice reads
absorptionnumberDefault:
1Beer–Lambert absorption strength — higher drives a deeper blue-teal core
absorptionnumberDefault: 1Beer–Lambert absorption strength — higher drives a deeper blue-teal core
scatternumberDefault:
0.5Forward back-lit glow transmitted through thin ice
scatternumberDefault: 0.5Forward back-lit glow transmitted through thin ice
frostAmountnumberDefault:
0.8Overall density of the rim frost crystals
frostAmountnumberDefault: 0.8Overall density of the rim frost crystals
frostDepthnumberDefault:
0.4How far the frost creeps inward from the rim
frostDepthnumberDefault: 0.4How far the frost creeps inward from the rim
frostScalenumberDefault:
1Crystal size — higher = finer, busier frost
frostScalenumberDefault: 1Crystal size — higher = finer, busier frost
frostRoughnessnumberDefault:
3Feathery roughness of the frost crystal surface
frostRoughnessnumberDefault: 3Feathery roughness of the frost crystal surface
sparklenumberDefault:
0.5Tiny bright crystal glints catching the light at the rim
sparklenumberDefault: 0.5Tiny bright crystal glints catching the light at the rim
glossnumberDefault:
0.6Surface sheen — the broad soft icy specular
glossnumberDefault: 0.6Surface sheen — the broad soft icy specular
fresnelnumberDefault:
0.02Cold rim glow on grazing surfaces
fresnelnumberDefault: 0.02Cold rim glow on grazing surfaces
lightAnglenumberDefault:
300Key light direction in degrees
lightAnglenumberDefault: 300Key light direction in degrees
speednumberDefault:
0.3Sparkle twinkle speed. 0 freezes the sparkle.
speednumberDefault: 0.3Sparkle twinkle speed. 0 freezes the sparkle.
shapeShapeConfigDefault:
circleSDFShape to render — choose from 11 built-in analytical shapes or supply a custom SDF. See the Shape Effects guide for all available shapes and their options.
shapeShapeConfigDefault: circleSDFShape to render — choose from 11 built-in analytical shapes or supply a custom SDF. See the Shape Effects guide for all available shapes and their options.
shapeSdfUrlstringDefault:
""URL to a pre-generated SDF `.bin` file — when non-empty, activates SVG mode and triggers a shader recompile. See the Shape Effects guide for how to generate an SDF from an SVG.
shapeSdfUrlstringDefault: ""URL to a pre-generated SDF `.bin` file — when non-empty, activates SVG mode and triggers a shader recompile. See the Shape Effects guide for how to generate an SDF from an SVG.