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Type
LightStreakParams
effects/src/light-streak.ts:206 ↗import type { LightStreakParams } from "@vfx-js/effects";Properties
angle
angle: number
Base rotation of the ray fan, in degrees.
density
density: number
Source sampling grid dimension (instance count = density²).
Higher resolves finer highlights, lets streaks be thinner without
banding, and costs more vertex work (most instances are culled, so
fragment cost stays tied to highlight count).
dispersion
dispersion: number
Chromatic dispersion, -1..1. Gives each channel a different reach so
the streak fringes through colour toward its tip. +1 lets red
persist furthest (warm tip, like aperture diffraction); -1 lets blue
persist (cool tip, refractive look); 0 is achromatic.
falloff
falloff: number
Exponential length fade decay rate. Higher concentrates the brightness into a tighter core near the source and trails a fainter tail; lower flattens toward an even streak.
fringe
fringe: number
Diffraction fringe contrast, 0..1. Periodic brightness modulation
along the streak whose period scales with wavelength, so bands
converge to white at the source and separate into rainbow further
out. Distinct from dispersion (a monotone tip-ward shift); 0
disables it.
fringeCount
fringeCount: number
Fringes along the streak (green channel reference); fractional.
highlightClamp
highlightClamp: number
Upper clamp on source highlight brightness (Blender's highlight
"Maximum"), so blown-out sources don't dominate the accumulation.
Floored to just above threshold; lower values have no extra effect.
intensity
intensity: number
Streak brightness. Drives a soft-saturating tone map
(1 - exp(-acc * intensity)), so raising it brightens without
clipping accumulated highlights to white.
length
length: number
Max streak length in CSS (logical) px.
pad
pad: number | "fullscreen"
Extra pad around the element in CSS px so streaks aren't clipped at
the element edge. Should be ≥ length. "fullscreen" reaches the
viewport edges.
resolution
resolution: number
Accumulation buffer resolution relative to the output, 0..1.
Streaks are soft, so 0.5 looks nearly identical and cuts GPU
bandwidth to a quarter. 1 accumulates at full resolution.
streaks
streaks: number
Number of rays. 2 → a single horizontal axis (anamorphic flare);
n → an n-pointed aperture starburst.
threshold
threshold: number
Highlight cutoff in [0,1]. Only highlights above this throw streaks.
tint
tint: readonly [number, number, number]
Per-channel multiplier on the streak colour.
width
width: number
Streak width in CSS (logical) px — the gaussian cross-section of
each streak. Thinner than the sampling grid cell and the streak
breaks into stripes; raise density for thin-yet-continuous streaks.