noiseRays
Volumetric god rays: shafts of light drifting outward from the center, moving on the layer's clock.
noiseRays(slots: {density: ArgSpec; intensity: ArgSpec; spotty: ArgSpec}): LightPart
Import light from shaders/std and use light.noiseRays.
Returns a 0–1 coverage. density sets how many shafts, intensity (0–1) how visible they are, and spotty breaks each shaft into drifting spots along its length. Draw it in seamlessRadialFrame, not radialFrame.
Parameters
| Name | Type | Notes |
|---|---|---|
slots | {density: ArgSpec; intensity: ArgSpec; spotty: ArgSpec} |
Example
coverage: withFrame(seamlessRadialFrame(p('center')), noiseRays({density: p('density'), intensity: p('intensity'), spotty: p('spotty')}))
See also
seamlessRadialFrame— The framenoiseRaysneeds: a radial frame around a center prop with no visible seam.coverageOver— Lays a light color over a background color by a coverage field, like a layer with an opacity mask, as a finished paint.