## Design The effect is split into two Tres sphere meshes: - Shell mesh: a transparent outer sphere using `CustomShaderMaterial` and `shield.vert` / `shield.frag`. - Core mesh: a smaller additive blue energy sphere using `CustomShaderMaterial` and `core.vert` / `core.frag`. The shader animation reproduces the reference's central blue shield behavior: - The shell expands from a compact start scale to its final radius in the vertex shader. - The fragment shader reveals the hex grid from the camera-facing center outward to imitate a shield unfolding across the sphere. - A cyan sweep band travels with the reveal front. - Fresnel rim lighting, moving noise, and cell flashing keep the surface alive after deploy. - The inner core pulses in shader space and remains independent from any scene background. ## Configuration The component exposes: - Playback: `autoAnimate`, `deployProgress`, `deployToken`, `deployDuration`, `holdDuration`, `collapseDuration`. - Shape: `radius`, `coreRadiusRatio`, `startScale`. - Surface: `shellColor`, `hexColor`, `rimColor`, `opacity`, `hexScale`, `hexWidth`, `hexOpacity`. - Energy: `coreColor`, `hotColor`, `coreIntensity`, `fresnelStrength`, `sweepWidth`, `sweepIntensity`, `noiseScale`, `noiseSpeed`, `pulseSpeed`, `pulseIntensity`. `deployToken` and `triggerDeployAction` give the config panel or a host scene a replay hook without adding scene-specific logic. ## Constraints - Shader sources stay under `src/shader/lightSpeedShieldDeployComponent/`. - The generic preview views remain unchanged. - No background, post-processing, camera helpers, or demo-only subtitles are added.