A depth-layered storm of warm-white signal squares and Problem-red glints falls through the frame, bending into gusts and opening a clean wake around the pointer.
ReadyA depth-layered storm of warm-white signal squares and Problem-red glints falls through the frame, bending into gusts and opening a clean wake around the pointer.
- Hero backdrops
- Section transitions
- Ambient product moments
- Seeded depth layers preserve the same authored storm after every resize
- Near flakes travel farther and render larger while distant flakes remain restrained
- Pointer wake redirects local flakes without globally changing the wind field
- Square, line and mixed signal modes avoid a generic circular snowfall look
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
Adaptive sampling, capped DPR and visibility-based suspension keep the renderer predictable. Test density on low-power mobile hardware before increasing it.
Pointer and touch coordinates are container-scoped; offscreen renderers stop work and pixel ratio is capped.
The visual canvas is decorative by default. Pair it with a semantic heading or description, and reduced motion holds a stable rendered frame.
BEHAVIOR
Built to move without taking over.
- Seeded depth layers preserve the same authored storm after every resize
- Near flakes travel farther and render larger while distant flakes remain restrained
- Pointer wake redirects local flakes without globally changing the wind field
- Square, line and mixed signal modes avoid a generic circular snowfall look
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
SOURCE STATUS
Portable implementation included in the verified MIT open-source package.
