06층마다 옅어지는 빛줄기 배경
빛줄기 여러 겹을 그리고 각 겹의 불투명도를 거리값에 지수함수로 곱해 줄여, 가까운 겹은 선명하고 먼 겹은 배경에 거의 스며든다.
쓰임신뢰감 있는 SaaS 히어로의 은은한 조명 배경
shaftOpacityForDepthLIGHT_SHAFT_DECAYSHAFT_LAYER_COUNT

<main class="stage">
<div class="d3 is-demo" id="d3Root" tabindex="0">
<canvas class="d3__canvas" id="d3Canvas" width="480" height="300"></canvas>
<p class="d3__caption">빛줄기 여러 겹을 그리고 각 겹의 불투명도를 거리값에 지수함수로 곱해 줄여, 가까운 겹은 선명하고 먼 겹은 배경에 거의 스며든다</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-yellow);
.d3 {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $stage-yellow;
outline: none;
}
.d3__canvas {
display: block;
width: 100%;
height: 100%;
}
.d3__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 78%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(23, 20, 26, .78);
color: #fff;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.d3__caption { font-size: 10px; padding: $sp-1 $sp-2; }
}
@media (prefers-reduced-motion: reduce) {
.d3 { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffd23f;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.d3 {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #ffd23f;
outline: none;
}
.d3__canvas {
display: block;
width: 100%;
height: 100%;
}
.d3__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 78%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(23, 20, 26, 0.78);
color: #fff;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.d3__caption {
font-size: 10px;
padding: 4px 8px;
}
}
@media (prefers-reduced-motion: reduce) {
.d3 {
cursor: default;
}
}(function () {
// 기법: 겹마다 깊이값(거리값)이 시간에 따라 완만히 흔들리고, shaftOpacityForDepth 가 그 깊이값에
// LIGHT_SHAFT_DECAY 를 지수(exp)로 곱해 불투명도를 구한다 — 거리가 커질수록 불투명도가 기하급수로
// 줄어 먼 겹은 배경에 거의 스며들고 가까운 겹만 선명하게 남는다.
var root = document.getElementById('d3Root');
var canvas = document.getElementById('d3Canvas');
var ctx = canvas.getContext('2d');
var wrap = canvas.parentElement;
var CALC_W = 160, CALC_H = 100;
var SOURCE_X = CALC_W * 0.5, SOURCE_Y = -6;
var SHAFT_LAYER_COUNT = 7;
var LIGHT_SHAFT_DECAY = 0.42;
var MAX_OPACITY = 0.62;
function seedRand(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rnd = seedRand(429061);
var shafts = [];
for (var i = 0; i < SHAFT_LAYER_COUNT; i += 1) {
shafts.push({
angleBase: -0.62 + (1.24 / (SHAFT_LAYER_COUNT - 1)) * i,
distanceBase: 1.1 + i * 0.62,
swayRange: 0.6 + rnd() * 0.6,
swaySpeed: 0.0013 + rnd() * 0.0011,
phase: rnd() * Math.PI * 2,
width: 8 + rnd() * 6,
hue: i % 2 === 0 ? '90,60,170' : '40,30,110'
});
}
function depthFor(shaft, t) {
return shaft.distanceBase + Math.sin(t * shaft.swaySpeed + shaft.phase) * shaft.swayRange;
}
function shaftOpacityForDepth(depth) {
var v = Math.exp(-LIGHT_SHAFT_DECAY * depth) * MAX_OPACITY;
return Math.max(0, Math.min(MAX_OPACITY, v));
}
var elapsed = 0;
var cw = 480, ch = 300;
function drawScene(t) {
var sx = cw / CALC_W, sy = ch / CALC_H;
ctx.clearRect(0, 0, cw, ch);
ctx.fillStyle = 'rgba(60,40,120,.55)';
ctx.beginPath();
ctx.arc(SOURCE_X * sx, SOURCE_Y * sy, 10 * sx, 0, Math.PI * 2);
ctx.fill();
ctx.globalCompositeOperation = 'lighter';
for (var i = 0; i < shafts.length; i += 1) {
var shaft = shafts[i];
var depth = depthFor(shaft, t);
var op = shaftOpacityForDepth(depth);
var angle = shaft.angleBase + Math.sin(t * shaft.swaySpeed * 0.7 + shaft.phase) * 0.13;
var length = 118 + depth * 6;
var endX = SOURCE_X + Math.sin(angle) * length;
var endY = SOURCE_Y + Math.cos(angle) * length;
var grad = ctx.createLinearGradient(SOURCE_X * sx, SOURCE_Y * sy, endX * sx, endY * sy);
grad.addColorStop(0, 'rgba(' + shaft.hue + ',' + op + ')');
grad.addColorStop(1, 'rgba(' + shaft.hue + ',0)');
var perpX = Math.cos(angle) * shaft.width;
var perpY = -Math.sin(angle) * shaft.width;
ctx.fillStyle = grad;
ctx.beginPath();
ctx.moveTo((SOURCE_X - perpX * 0.15) * sx, (SOURCE_Y - perpY * 0.15) * sy);
ctx.lineTo((SOURCE_X + perpX * 0.15) * sx, (SOURCE_Y + perpY * 0.15) * sy);
ctx.lineTo((endX + perpX) * sx, (endY + perpY) * sy);
ctx.lineTo((endX - perpX) * sx, (endY - perpY) * sy);
ctx.closePath();
ctx.fill();
}
ctx.globalCompositeOperation = 'source-over';
}
function fit() {
var r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas.width = cw; canvas.height = ch;
drawScene(elapsed);
}
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (reduce) root.classList.remove('is-demo');
var warmSteps = reduce ? 0 : 120;
for (var w = 0; w < warmSteps; w += 1) elapsed += 20;
var lastTs = null;
function tick(ts) {
if (lastTs === null) lastTs = ts;
var dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
drawScene(elapsed);
}
requestAnimationFrame(tick);
}
fit();
window.addEventListener('resize', fit);
drawScene(elapsed);
requestAnimationFrame(tick);
})();import { useEffect, useRef } from "react";
import styles from "./Depth3dLightShaftDepth.module.scss";
type Shaft = {
angleBase: number;
distanceBase: number;
swayRange: number;
swaySpeed: number;
phase: number;
width: number;
hue: string;
};
export default function Depth3dLightShaftDepth() {
const rootRef = useRef<HTMLDivElement>(null);
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
if (!root || !canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const wrap = canvas.parentElement as HTMLElement;
const CALC_W = 160, CALC_H = 100;
const SOURCE_X = CALC_W * 0.5, SOURCE_Y = -6;
const SHAFT_LAYER_COUNT = 7;
const LIGHT_SHAFT_DECAY = 0.42;
const MAX_OPACITY = 0.62;
function seedRand(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rnd = seedRand(429061);
const shafts: Shaft[] = [];
for (let i = 0; i < SHAFT_LAYER_COUNT; i += 1) {
shafts.push({
angleBase: -0.62 + (1.24 / (SHAFT_LAYER_COUNT - 1)) * i,
distanceBase: 1.1 + i * 0.62,
swayRange: 0.6 + rnd() * 0.6,
swaySpeed: 0.0013 + rnd() * 0.0011,
phase: rnd() * Math.PI * 2,
width: 8 + rnd() * 6,
hue: i % 2 === 0 ? "90,60,170" : "40,30,110"
});
}
function depthFor(shaft: Shaft, t: number) {
return shaft.distanceBase + Math.sin(t * shaft.swaySpeed + shaft.phase) * shaft.swayRange;
}
function shaftOpacityForDepth(depth: number) {
const v = Math.exp(-LIGHT_SHAFT_DECAY * depth) * MAX_OPACITY;
return Math.max(0, Math.min(MAX_OPACITY, v));
}
let elapsed = 0;
let cw = 480, ch = 300;
function drawScene(t: number) {
const sx = cw / CALC_W, sy = ch / CALC_H;
ctx!.clearRect(0, 0, cw, ch);
ctx!.fillStyle = "rgba(60,40,120,.55)";
ctx!.beginPath();
ctx!.arc(SOURCE_X * sx, SOURCE_Y * sy, 10 * sx, 0, Math.PI * 2);
ctx!.fill();
ctx!.globalCompositeOperation = "lighter";
for (let i = 0; i < shafts.length; i += 1) {
const shaft = shafts[i];
const depth = depthFor(shaft, t);
const op = shaftOpacityForDepth(depth);
const angle = shaft.angleBase + Math.sin(t * shaft.swaySpeed * 0.7 + shaft.phase) * 0.13;
const length = 118 + depth * 6;
const endX = SOURCE_X + Math.sin(angle) * length;
const endY = SOURCE_Y + Math.cos(angle) * length;
const grad = ctx!.createLinearGradient(SOURCE_X * sx, SOURCE_Y * sy, endX * sx, endY * sy);
grad.addColorStop(0, `rgba(${shaft.hue},${op})`);
grad.addColorStop(1, `rgba(${shaft.hue},0)`);
const perpX = Math.cos(angle) * shaft.width;
const perpY = -Math.sin(angle) * shaft.width;
ctx!.fillStyle = grad;
ctx!.beginPath();
ctx!.moveTo((SOURCE_X - perpX * 0.15) * sx, (SOURCE_Y - perpY * 0.15) * sy);
ctx!.lineTo((SOURCE_X + perpX * 0.15) * sx, (SOURCE_Y + perpY * 0.15) * sy);
ctx!.lineTo((endX + perpX) * sx, (endY + perpY) * sy);
ctx!.lineTo((endX - perpX) * sx, (endY - perpY) * sy);
ctx!.closePath();
ctx!.fill();
}
ctx!.globalCompositeOperation = "source-over";
}
function fit() {
const r = wrap.getBoundingClientRect();
cw = Math.max(1, Math.round(r.width));
ch = Math.max(1, Math.round(r.height));
canvas!.width = cw; canvas!.height = ch;
drawScene(elapsed);
}
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
if (reduce) root.classList.remove("is-demo");
const warmSteps = reduce ? 0 : 120;
for (let w = 0; w < warmSteps; w += 1) elapsed += 20;
let lastTs: number | null = null;
let raf = 0;
function tick(ts: number) {
if (lastTs === null) lastTs = ts;
const dt = Math.min(ts - lastTs, 48);
lastTs = ts;
if (!reduce) {
elapsed += dt;
drawScene(elapsed);
}
raf = requestAnimationFrame(tick);
}
fit();
window.addEventListener("resize", fit);
drawScene(elapsed);
raf = requestAnimationFrame(tick);
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("resize", fit);
};
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.d3} is-demo`} ref={rootRef} tabIndex={0}>
<canvas className={styles.d3__canvas} ref={canvasRef} width={480} height={300} />
<p className={styles.d3__caption}>빛줄기 여러 겹을 그리고 각 겹의 불투명도를 거리값에 지수함수로 곱해 줄여, 가까운 겹은 선명하고 먼 겹은 배경에 거의 스며든다</p>
</div>
</main>
);
}06 층마다 옅어지는 빛줄기 배경 — 측정 누적면적 30.528% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · css 배경 애니메이션 효과 9가지 — 깊이 층 3D 장면
이 데모가 속한 글
css 배경 애니메이션 효과 9가지 — 깊이 층 3D 장면02번 층은 거리만큼 초점이 흐려지고, 07번 층은 거리만큼 그림자가 옅어지며, 09번 장면은 그 두 계산을 같은 화면 위에 겹쳐 놓는다. 이 아홉 가지 css 배경 애니메이션 효과는 층마다 다른 계산 하나로 깊이감 이 글의 데모 전부 보기


