Goo

Photoreal wet liquid — animated 3D metaball blobs that merge and bulge to loosely form the shape, with sliding wet highlights, a clearcoat rim and a translucent body

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 goo

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

    Scale of the goo (1 = default size)

    Type
    number
    Default
    1
  • rotation

    Rotation of the goo in degrees

    Type
    number
    Default
    0
  • gooColor

    Base liquid color (a glossy slime green by default)

    Type
    string
    Default
    #37c95a
  • translucency

    Subsurface glow strength — deep lobes transmit more color

    Type
    number
    Default
    0.6
  • absorb

    How fast thin areas clear and thick areas saturate (Beer–Lambert)

    Type
    number
    Default
    2
  • containment

    0 = free blobs that ignore the shape, 1 = goo fills the shape and its surface conforms to the 3D form (highlights track the faces as it rotates)

    Type
    number
    Default
    0.9
  • edgeSoftness

    Softness of the blob coverage edge

    Type
    number
    Default
    0.06
  • blobScale

    Base radius of each liquid lobe

    Type
    number
    Default
    0.3
  • spread

    How far the lobes scatter across the shape

    Type
    number
    Default
    1
  • merge

    How much the lobes fuse together — low = distinct beads, high = one fused mass

    Type
    number
    Default
    0.6
  • bulge

    How 3D-rounded each lobe reads — dome height of the wet surface

    Type
    number
    Default
    1
  • threshold

    Iso-surface level — lower makes fatter, fuller blobs

    Type
    number
    Default
    0.5
  • lightAngle

    Light direction in degrees

    Type
    number
    Default
    300
  • wetness

    Master scale on the sharp specular highlight and clearcoat rim

    Type
    number
    Default
    2
  • fresnel

    Clearcoat fresnel rim strength wrapping each lobe

    Type
    number
    Default
    0.25
  • specColor

    Highlight / rim color (white reads as a clear wet coat)

    Type
    string
    Default
    #ffffff
  • ambient

    Base fill so shadowed goo isn't black

    Type
    number
    Default
    0.25
  • speed

    Drift and breathe speed of the blobs. 0 pauses.

    Type
    number
    Default
    0.5
  • wobble

    Drift amplitude — how far the lobe centers wander

    Type
    number
    Default
    0.5
  • breathe

    Radius pulsing amplitude — lobes swell and shrink

    Type
    number
    Default
    0.3
  • seed

    Variation offset — shifts the blob arrangement

    Type
    number
    Default
    1
  • 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>
  <Goo />
</Shader>