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Frost

Photoreal frozen ice — thickness-driven subsurface scattering that reads as a solid block, with fine frost crystals creeping in from the edges

Props

originstring
Default:center
Reference 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
scalenumber
Default:1
Scale of the ice shape (1 = default size)
rotationnumber
Default:0
Rotation of the ice shape in degrees
iceColorstring
Default:#0597fc
Ice tint — the colour deep ice saturates toward (thin edges stay near white)
ambientnumber
Default:0
Cool ambient fill so shadowed ice never goes black
edgeSoftnessnumber
Default:0.05
Softness of the shape boundary edge
densitynumber
Default:5
Optical depth multiplier — how thick and deep the ice reads
absorptionnumber
Default:1
Beer–Lambert absorption strength — higher drives a deeper blue-teal core
scatternumber
Default:0.5
Forward back-lit glow transmitted through thin ice
frostAmountnumber
Default:0.8
Overall density of the rim frost crystals
frostDepthnumber
Default:0.4
How far the frost creeps inward from the rim
frostScalenumber
Default:1
Crystal size — higher = finer, busier frost
frostRoughnessnumber
Default:3
Feathery roughness of the frost crystal surface
sparklenumber
Default:0.5
Tiny bright crystal glints catching the light at the rim
glossnumber
Default:0.6
Surface sheen — the broad soft icy specular
fresnelnumber
Default:0.02
Cold rim glow on grazing surfaces
lightAnglenumber
Default:300
Key light direction in degrees
speednumber
Default:0.3
Sparkle twinkle speed. 0 freezes the sparkle.
shapeShapeConfig
Default:circleSDF
Shape 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.
shapeSdfUrlstring
Default:""
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.

Usage

<Shader>
  <Frost />
</Shader>