Introducing v3 — a new editor, faster engine, and more.

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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

countnumber
Default:15000
Number of particles — how finely the child is sampled into the field
depthSource"luminance" | "luminanceInverted" | "red" | "green" | "blue" | "saturation" | "alpha"
Default:luminance
Which channel of the child drives each particle's depth toward or away from the camera
depthnumber
Default:0.7
Depth of the relief — how far bright and dark areas rise toward and sink away from the camera
particleShape"dot" | "square" | "glow"
Default:dot
What each particle is drawn as — a crisp dot or square, or a soft glow puff
particleSizenumber
Default:0.75
Size of each particle relative to the grid spacing
depthShadingnumber
Default:0.6
How much far particles dim into the distance — the main cue that sells the 3D relief
wobblenumber
Default:0.35
Gentle idle drift that keeps the field breathing even on a still image
zoomnumber
Default:1
Camera distance — dolly the whole field closer or further away
rotationXnumber
Default:0
Camera orbit around the horizontal axis — tilt the relief toward or away from you
rotationYnumber
Default:0
Camera orbit around the vertical axis — view the particle extrusion from the side
rotationZnumber
Default:0
Camera roll around the view axis
offsetXnumber
Default:0
Shift the whole field horizontally across the frame (in screen widths)
offsetYnumber
Default:0
Shift the whole field vertically across the frame (in screen heights) — tilt it flat, then sink it toward the bottom like a ground plane
cursorMode"none" | "push" | "pull"
Default:push
How the cursor disturbs the field — push throws particles away and toward you, pull gathers them in
cursorStrengthnumber
Default:0.8
Strength of the cursor force — how hard particles get thrown before springing back
cursorRadiusnumber
Default:0.2
Reach of the cursor field, in screen units

Usage

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