design.md 1.6 KB

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.