ParticleField

Explodes the child content into a breathing 3D field of particles — bright areas float toward you and dark areas recede, the whole relief can be orbited with the camera rotations, and the cursor physically throws particles that spring back home

Props

  • count

    Number of particles — how finely the child is sampled into the field

    Type
    number
    Default
    15000
  • depthSource

    Which channel of the child drives each particle's depth toward or away from the camera

    Type
    "luminance" | "luminanceInverted" | "red" | "green" | "blue" | "saturation" | "alpha"
    Default
    luminance
  • depth

    Depth of the relief — how far bright and dark areas rise toward and sink away from the camera

    Type
    number
    Default
    0.7
  • particleShape

    What each particle is drawn as — a crisp dot or square, or a soft glow puff

    Type
    "dot" | "square" | "glow"
    Default
    dot
  • particleSize

    Size of each particle relative to the grid spacing

    Type
    number
    Default
    0.75
  • depthShading

    How much far particles dim into the distance — the main cue that sells the 3D relief

    Type
    number
    Default
    0.6
  • wobble

    Gentle idle drift that keeps the field breathing even on a still image

    Type
    number
    Default
    0.35
  • zoom

    Camera distance — dolly the whole field closer or further away

    Type
    number
    Default
    1
  • rotationX

    Camera orbit around the horizontal axis — tilt the relief toward or away from you

    Type
    number
    Default
    0
  • rotationY

    Camera orbit around the vertical axis — view the particle extrusion from the side

    Type
    number
    Default
    0
  • rotationZ

    Camera roll around the view axis

    Type
    number
    Default
    0
  • offsetX

    Shift the whole field horizontally across the frame (in screen widths)

    Type
    number
    Default
    0
  • offsetY

    Shift the whole field vertically across the frame (in screen heights) — tilt it flat, then sink it toward the bottom like a ground plane

    Type
    number
    Default
    0
  • cursorMode

    How the cursor disturbs the field — push throws particles away and toward you, pull gathers them in

    Type
    "none" | "push" | "pull"
    Default
    push
  • cursorStrength

    Strength of the cursor force — how hard particles get thrown before springing back

    Type
    number
    Default
    0.8
  • cursorRadius

    Reach of the cursor field, in screen units

    Type
    number
    Default
    0.2

Usage

<Shader>
  <ParticleField>
    <Circle />
  </ParticleField>
</Shader>