Frost

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

Props

  • origin

    Reference edge the center position is measured from (center default). Lets you pin the shape relative to a corner or the canvas centre.

    Type
    string
    Default
    center
  • center

    Center position of the ice shape

    Type
    {x: number, y: number}
    Default
    {"x":0.5,"y":0.5}
  • scale

    Scale of the ice shape (1 = default size)

    Type
    number
    Default
    1
  • rotation

    Rotation of the ice shape in degrees

    Type
    number
    Default
    0
  • iceColor

    Ice tint — the color deep ice saturates toward (thin edges stay near white)

    Type
    string
    Default
    #0597fc
  • ambient

    Cool ambient fill so shadowed ice never goes black

    Type
    number
    Default
    0
  • edgeSoftness

    Softness of the shape boundary edge

    Type
    number
    Default
    0.05
  • density

    Optical depth multiplier — how thick and deep the ice reads

    Type
    number
    Default
    5
  • absorption

    Beer–Lambert absorption strength — higher drives a deeper blue-teal core

    Type
    number
    Default
    1
  • scatter

    Forward back-lit glow transmitted through thin ice

    Type
    number
    Default
    0.5
  • frostAmount

    Overall density of the rim frost crystals

    Type
    number
    Default
    0.8
  • frostDepth

    How far the frost creeps inward from the rim

    Type
    number
    Default
    0.4
  • frostScale

    Crystal size — higher = finer, busier frost

    Type
    number
    Default
    1
  • frostRoughness

    Feathery roughness of the frost crystal surface

    Type
    number
    Default
    3
  • sparkle

    Tiny bright crystal glints catching the light at the rim

    Type
    number
    Default
    0.5
  • gloss

    Surface sheen — the broad soft icy specular

    Type
    number
    Default
    0.6
  • fresnel

    Cold rim glow on grazing surfaces

    Type
    number
    Default
    0.02
  • lightAngle

    Key light direction in degrees

    Type
    number
    Default
    300
  • speed

    Sparkle twinkle speed. 0 freezes the sparkle.

    Type
    number
    Default
    0.3
  • shape

    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.

    Type
    ShapeConfig
    Default
    sphere3D
  • shapeSdfUrl

    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.

    Type
    string
    Default
    ""

Usage

<Shader>
  <Frost />
</Shader>