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

NameTypeNotes
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 frame noiseRays needs: 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.

Used by

Godrays