04깊이 원근 레이어 — 파티클마다 다른 깊이 값을 가져, 같은 스크롤 이동량이 깊이 값에 따라 서로 다른 거리로 적용되는 방식
파티클마다 깊이 값이 다르게 배정돼, 같은 스크롤 이동량이라도 깊이 값이 얕은 파티클은 더 크게, 깊은 파티클은 더 작게 움직입니다.
쓰임제품 히어로 섹션의 원근 배경, 포트폴리오 인트로
FOVDOLLY_RANGEcameraZ

<main class="stage">
<div class="sp" id="sp">
<p class="sp__hint">
<svg class="sp__ico" viewBox="0 0 256 256" aria-hidden="true"><g fill="currentColor"><path d="M224 128a96 96 0 1 1-96-96a96 96 0 0 1 96 96" opacity=".2"/><path d="M232 128a104 104 0 0 1-208 0c0-41 23.81-78.36 60.66-95.27a8 8 0 0 1 6.68 14.54C60.15 61.59 40 93.27 40 128a88 88 0 0 0 176 0c0-34.73-20.15-66.41-51.34-80.73a8 8 0 0 1 6.68-14.54C208.19 49.64 232 87 232 128"/></g></svg>
<span>스크롤 위치가 카메라 깊이를 밀어 넣는 값입니다</span>
</p>
<div class="sp__viewport" id="viewport" tabindex="0" role="region" aria-label="입자 깊이 스크롤 영역">
<canvas class="sp__cv" id="cv" aria-hidden="true"></canvas>
<b class="sp__val" id="val" aria-hidden="true">0%</b>
<div class="sp__track" aria-hidden="true"></div>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 변형 3개는 이 위 세 변수만 바꾼다. 계산 겹(원근 투영·화가 알고리즘)은 index.html 의 paint() 에 있다.
$duration: 2s;
$easing: $ease-out;
$color: $stage-ink;
@include stage($stage-paper);
.sp {
--particle-color: #{$color};
display: flex;
flex-direction: column;
align-items: center;
gap: $sp-2;
width: min(400px, 92vw);
}
.sp__hint {
display: flex;
align-items: center;
gap: $sp-2;
margin: 0;
color: rgba($stage-ink, .78);
font-size: 12px;
font-weight: 500;
line-height: 1.3;
}
.sp__ico {
width: 16px;
height: 16px;
flex: none;
color: $subject-blue-deep;
}
.sp__viewport {
position: relative;
width: 100%;
height: 176px;
overflow-y: auto;
overflow-x: hidden;
border-radius: $r-card;
background: rgba($stage-ink, .04);
touch-action: pan-y;
scrollbar-width: thin;
}
.sp__cv {
position: sticky;
top: 0;
left: 0;
display: block;
width: 100%;
height: 176px;
}
.sp__track {
height: 320%;
}
.sp__val {
position: absolute;
top: $sp-2;
right: $sp-2;
padding: $sp-1 $sp-2;
border-radius: $r-pill;
background: rgba($stage-ink, .78);
color: $subject-cream;
font-size: 11px;
font-weight: 700;
line-height: 1.6;
pointer-events: none;
transition: opacity $duration $easing;
}
@media (max-width: 340px) {
.sp__hint { font-size: 11px; }
.sp__viewport, .sp__cv { height: 120px; }
}
@media (prefers-reduced-motion: reduce) {
.sp__viewport { scroll-behavior: auto; }
.sp__val { transition: none; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffffff;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.sp {
--particle-color: #17141a;
display: flex;
flex-direction: column;
align-items: center;
gap: 8px;
width: min(400px, 92vw);
}
.sp__hint {
display: flex;
align-items: center;
gap: 8px;
margin: 0;
color: rgba(23, 20, 26, 0.78);
font-size: 12px;
font-weight: 500;
line-height: 1.3;
}
.sp__ico {
width: 16px;
height: 16px;
flex: none;
color: #0a4fe8;
}
.sp__viewport {
position: relative;
width: 100%;
height: 176px;
overflow-y: auto;
overflow-x: hidden;
border-radius: 16px;
background: rgba(23, 20, 26, 0.04);
touch-action: pan-y;
scrollbar-width: thin;
}
.sp__cv {
position: sticky;
top: 0;
left: 0;
display: block;
width: 100%;
height: 176px;
}
.sp__track {
height: 320%;
}
.sp__val {
position: absolute;
top: 8px;
right: 8px;
padding: 4px 8px;
border-radius: 999px;
background: rgba(23, 20, 26, 0.78);
color: #fff7e6;
font-size: 11px;
font-weight: 700;
line-height: 1.6;
pointer-events: none;
transition: opacity 2s ease-out;
}
@media (max-width: 340px) {
.sp__hint {
font-size: 11px;
}
.sp__viewport, .sp__cv {
height: 120px;
}
}
@media (prefers-reduced-motion: reduce) {
.sp__viewport {
scroll-behavior: auto;
}
.sp__val {
transition: none;
}
}(function () {
var root = document.getElementById('sp');
var viewport = document.getElementById('viewport');
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var val = document.getElementById('val');
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var isDemo = true;
function makeLcg(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rng = makeLcg(15485863);
var css = getComputedStyle(root);
var PARTICLE_COLOR = css.getPropertyValue('--particle-color').trim() || '#17141a';
// 계산 겹: 원근 투영(perspective projection) + 화가 알고리즘(painter's algorithm) —
// 입자마다 3D 깊이(z)를 갖고, 스크롤 위치가 카메라 깊이(cameraZ)를 정한다.
// 화면 좌표는 FOV/(FOV+상대깊이) 배율로 투영하고, 매 프레임 깊이가 먼 것부터 가까운 순으로 다시 그린다.
var FOV = 130; // 시야 거리 상수 — 클수록 투영 왜곡이 완만하다
var DOLLY_RANGE = 520; // 스크롤 0→100% 가 카메라를 밀어 넣는 깊이 범위 (world 단위)
var Z_FAR = 560;
var NEAR = 6;
var COUNT = 70;
var W = 0, H = 0, dpr = 1;
var particles = [];
function fit() {
var r = viewport.getBoundingClientRect();
dpr = window.devicePixelRatio || 1;
W = r.width; H = r.height;
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function spawnAt(p, first) {
p.wx = (rng() - 0.5) * 260;
p.wy = (rng() - 0.5) * 160;
p.z = first ? rng() * Z_FAR : Z_FAR - 4 + rng() * 40;
p.r = 1.1 + rng() * 1.6;
}
function initParticles() {
particles = [];
for (var i = 0; i < COUNT; i++) { var p = {}; spawnAt(p, true); particles.push(p); }
}
var scrollPos = 0, scrollVel = 0, scrollDir = 0, idleMs = 0, lastTop = 0, lastT = 0;
function sampleScroll(now) {
var top = viewport.scrollTop;
var max = Math.max(1, viewport.scrollHeight - viewport.clientHeight);
scrollPos = top / max;
var dt = lastT ? Math.max(1, now - lastT) : 16;
var v = (top - lastTop) / dt * 1000;
scrollVel += (v - scrollVel) * 0.3;
if (Math.abs(scrollVel) > 4) { scrollDir = scrollVel > 0 ? 1 : -1; idleMs = 0; } else { idleMs += dt; }
lastTop = top; lastT = now;
}
viewport.addEventListener('scroll', function () {
sampleScroll(performance.now());
if (reduce) paintStatic();
});
function human() { if (isDemo) { root.classList.remove('is-demo'); isDemo = false; } }
['wheel', 'touchstart', 'pointerdown'].forEach(function (evt) {
viewport.addEventListener(evt, human, { passive: true });
});
function cameraZ() { return scrollPos * DOLLY_RANGE; }
function project(p, camZ) {
var depth = p.z - camZ;
var scale = FOV / (FOV + Math.max(depth, NEAR));
return { sx: W / 2 + p.wx * scale, sy: H / 2 + p.wy * scale, scale: scale, depth: depth };
}
function step(dtSec) {
var camZ = cameraZ();
for (var i = 0; i < particles.length; i++) {
var p = particles[i];
if (p.z - camZ < NEAR) spawnAt(p, false); // 카메라를 지나친 입자는 가장 먼 자리로 재배치한다
}
}
function paint() {
var camZ = cameraZ();
ctx.clearRect(0, 0, W, H);
// 화가 알고리즘: 깊이가 먼 것부터 그린다 — 가까운(큰) 입자가 항상 먼 입자를 덮는다
var order = particles.slice().sort(function (a, b) { return (b.z - camZ) - (a.z - camZ); });
for (var i = 0; i < order.length; i++) {
var p = order[i];
var pr = project(p, camZ);
var a = Math.max(0, Math.min(1, pr.scale * 1.1));
ctx.globalAlpha = a;
ctx.fillStyle = PARTICLE_COLOR;
ctx.beginPath(); ctx.arc(pr.sx, pr.sy, Math.max(0.4, p.r * pr.scale * 5), 0, Math.PI * 2); ctx.fill();
}
ctx.globalAlpha = 1;
}
function updateVal() { val.textContent = Math.round(scrollPos * 100) + '%'; }
function paintStatic() {
var camZ = cameraZ();
ctx.clearRect(0, 0, W, H);
var order = particles.slice().sort(function (a, b) { return (b.z - camZ) - (a.z - camZ); });
for (var i = 0; i < order.length; i++) {
var p = order[i];
var pr = project(p, camZ);
var a = Math.max(0, Math.min(1, pr.scale * 1.1));
ctx.globalAlpha = a;
ctx.fillStyle = PARTICLE_COLOR;
ctx.beginPath(); ctx.arc(pr.sx, pr.sy, Math.max(0.4, p.r * pr.scale * 5), 0, Math.PI * 2); ctx.fill();
}
ctx.globalAlpha = 1;
updateVal();
}
var lastFrameT = 0;
function frame(now) {
if (!lastFrameT) lastFrameT = now;
var dtSec = Math.min(0.05, (now - lastFrameT) / 1000);
lastFrameT = now;
step(dtSec);
paint();
updateVal();
requestAnimationFrame(frame);
}
var DRIVE_PERIOD_MS = 2000;
var driveStart = 0;
function triangle(frac) { return frac < 0.5 ? frac * 2 : 2 - frac * 2; }
function driveTick(now) {
if (!driveStart) driveStart = now;
if (isDemo && !reduce) {
var frac = ((now - driveStart) % DRIVE_PERIOD_MS) / DRIVE_PERIOD_MS;
var w = triangle(frac);
var max = Math.max(1, viewport.scrollHeight - viewport.clientHeight);
viewport.scrollTop = w * max;
}
requestAnimationFrame(driveTick);
}
window.addEventListener('resize', fit);
fit();
initParticles();
if (reduce) {
root.classList.add('is-still');
sampleScroll(performance.now());
paintStatic();
} else {
requestAnimationFrame(frame);
requestAnimationFrame(driveTick);
}
})();// DepthParallax — vanilla 판(run/370/demo/04-scroll-particle-depth-parallax/index.html) 의 React 포트.
// 계산 겹: 원근 투영(perspective projection) + 화가 알고리즘(painter's algorithm) —
// 입자마다 3D 깊이(z)를 갖고, 스크롤 위치가 카메라 깊이(cameraZ)를 정한다.
// 화면 좌표는 FOV/(FOV+상대깊이) 배율로 투영하고, 매 프레임 깊이가 먼 것부터 가까운 순으로 다시 그린다.
import { useEffect, useRef } from "react";
import styles from "./DepthParallax.module.scss";
type Box<T> = { current: T };
interface Particle { wx: number; wy: number; z: number; r: number; }
export default function DepthParallax() {
const rootRef = useRef(null) as unknown as Box<HTMLDivElement>;
const viewportRef = useRef(null) as unknown as Box<HTMLDivElement>;
const canvasRef = useRef(null) as unknown as Box<HTMLCanvasElement>;
const valRef = useRef(null) as unknown as Box<HTMLElement>;
const rafFrameRef = useRef(0) as unknown as Box<number>;
const rafDriveRef = useRef(0) as unknown as Box<number>;
useEffect(() => {
const root = rootRef.current;
const viewport = viewportRef.current;
const canvas = canvasRef.current;
const val = valRef.current;
if (!root || !viewport || !canvas || !val) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let isDemo = true;
function makeLcg(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rng = makeLcg(15485863);
const css = getComputedStyle(root);
const PARTICLE_COLOR = css.getPropertyValue("--particle-color").trim() || "#17141a";
const FOV = 130;
const DOLLY_RANGE = 520;
const Z_FAR = 560;
const NEAR = 6;
const COUNT = 70;
let W = 0, H = 0, dpr = 1;
let particles: Particle[] = [];
function fit() {
const r = viewport!.getBoundingClientRect();
dpr = window.devicePixelRatio || 1;
W = r.width; H = r.height;
canvas!.width = Math.round(W * dpr);
canvas!.height = Math.round(H * dpr);
ctx!.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function spawnAt(p: Particle, first: boolean) {
p.wx = (rng() - 0.5) * 260;
p.wy = (rng() - 0.5) * 160;
p.z = first ? rng() * Z_FAR : Z_FAR - 4 + rng() * 40;
p.r = 1.1 + rng() * 1.6;
}
function initParticles() {
particles = [];
for (let i = 0; i < COUNT; i++) {
const p: Particle = { wx: 0, wy: 0, z: 0, r: 0 };
spawnAt(p, true);
particles.push(p);
}
}
let scrollPos = 0, scrollVel = 0, idleMs = 0, lastTop = 0, lastT = 0;
function sampleScroll(now: number) {
const top = viewport!.scrollTop;
const max = Math.max(1, viewport!.scrollHeight - viewport!.clientHeight);
scrollPos = top / max;
const dt = lastT ? Math.max(1, now - lastT) : 16;
const v = (top - lastTop) / dt * 1000;
scrollVel += (v - scrollVel) * 0.3;
if (Math.abs(scrollVel) > 4) { idleMs = 0; } else { idleMs += dt; }
lastTop = top; lastT = now;
}
function onScroll() {
sampleScroll(performance.now());
if (reduce) paintStatic();
}
viewport.addEventListener("scroll", onScroll);
function human() { if (isDemo) { isDemo = false; } }
viewport.addEventListener("wheel", human, { passive: true });
viewport.addEventListener("touchstart", human, { passive: true });
viewport.addEventListener("pointerdown", human, { passive: true });
function cameraZ() { return scrollPos * DOLLY_RANGE; }
function project(p: Particle, camZ: number) {
const depth = p.z - camZ;
const scale = FOV / (FOV + Math.max(depth, NEAR));
return { sx: W / 2 + p.wx * scale, sy: H / 2 + p.wy * scale, scale, depth };
}
function step(_dtSec: number) {
const camZ = cameraZ();
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
if (p.z - camZ < NEAR) spawnAt(p, false);
}
}
function paint() {
const camZ = cameraZ();
ctx!.clearRect(0, 0, W, H);
const order = particles.slice().sort((a, b) => (b.z - camZ) - (a.z - camZ));
for (let i = 0; i < order.length; i++) {
const p = order[i];
const pr = project(p, camZ);
const a = Math.max(0, Math.min(1, pr.scale * 1.1));
ctx!.globalAlpha = a;
ctx!.fillStyle = PARTICLE_COLOR;
ctx!.beginPath(); ctx!.arc(pr.sx, pr.sy, Math.max(0.4, p.r * pr.scale * 5), 0, Math.PI * 2); ctx!.fill();
}
ctx!.globalAlpha = 1;
}
function updateVal() { val!.textContent = Math.round(scrollPos * 100) + "%"; }
function paintStatic() {
const camZ = cameraZ();
ctx!.clearRect(0, 0, W, H);
const order = particles.slice().sort((a, b) => (b.z - camZ) - (a.z - camZ));
for (let i = 0; i < order.length; i++) {
const p = order[i];
const pr = project(p, camZ);
const a = Math.max(0, Math.min(1, pr.scale * 1.1));
ctx!.globalAlpha = a;
ctx!.fillStyle = PARTICLE_COLOR;
ctx!.beginPath(); ctx!.arc(pr.sx, pr.sy, Math.max(0.4, p.r * pr.scale * 5), 0, Math.PI * 2); ctx!.fill();
}
ctx!.globalAlpha = 1;
updateVal();
}
let lastFrameT = 0;
function frame(now: number) {
if (!lastFrameT) lastFrameT = now;
const dtSec = Math.min(0.05, (now - lastFrameT) / 1000);
lastFrameT = now;
step(dtSec);
paint();
updateVal();
rafFrameRef.current = requestAnimationFrame(frame);
}
const DRIVE_PERIOD_MS = 2000;
let driveStart = 0;
function triangle(frac: number) { return frac < 0.5 ? frac * 2 : 2 - frac * 2; }
function driveTick(now: number) {
if (!driveStart) driveStart = now;
if (isDemo && !reduce) {
const frac = ((now - driveStart) % DRIVE_PERIOD_MS) / DRIVE_PERIOD_MS;
const w = triangle(frac);
const max = Math.max(1, viewport!.scrollHeight - viewport!.clientHeight);
viewport!.scrollTop = w * max;
}
rafDriveRef.current = requestAnimationFrame(driveTick);
}
function onResize() { fit(); }
window.addEventListener("resize", onResize);
fit();
initParticles();
if (reduce) {
sampleScroll(performance.now());
paintStatic();
} else {
rafFrameRef.current = requestAnimationFrame(frame);
rafDriveRef.current = requestAnimationFrame(driveTick);
}
return () => {
window.removeEventListener("resize", onResize);
viewport.removeEventListener("scroll", onScroll);
viewport.removeEventListener("wheel", human);
viewport.removeEventListener("touchstart", human);
viewport.removeEventListener("pointerdown", human);
cancelAnimationFrame(rafFrameRef.current);
cancelAnimationFrame(rafDriveRef.current);
};
}, []);
return (
<main className={styles.stage}>
<div className={styles.root} ref={rootRef}>
<p className={styles.hint}>
<svg className={styles.icon} viewBox="0 0 256 256" aria-hidden="true"><g fill="currentColor"><path d="M224 128a96 96 0 1 1-96-96a96 96 0 0 1 96 96" opacity=".2" /><path d="M232 128a104 104 0 0 1-208 0c0-41 23.81-78.36 60.66-95.27a8 8 0 0 1 6.68 14.54C60.15 61.59 40 93.27 40 128a88 88 0 0 0 176 0c0-34.73-20.15-66.41-51.34-80.73a8 8 0 0 1 6.68-14.54C208.19 49.64 232 87 232 128" /></g></svg>
<span>스크롤 위치가 카메라 깊이를 밀어 넣는 값입니다</span>
</p>
<div className={styles.viewport} ref={viewportRef} tabIndex={0} role="region" aria-label="입자 깊이 스크롤 영역">
<canvas className={styles.canvas} ref={canvasRef} aria-hidden="true" />
<b className={styles.val} ref={valRef} aria-hidden="true">0%</b>
<div className={styles.track} aria-hidden="true" />
</div>
</div>
</main>
);
}04 깊이 원근 레이어 — 파티클마다 다른 깊이 값을 가져, 같은 스크롤 이동량이 깊이 값에 따라 서로 다른 거리로 적용되는 방식 — 측정 누적면적 13.938% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · 스크롤 파티클 배경 9종 — 값 하나로 흐름이 달라지는 캔버스 장면
이 데모가 속한 글
스크롤 파티클 배경 9종 — 값 하나로 흐름이 달라지는 캔버스 장면파티클 배경 9종을 값 기준으로 나누면, 아홉 가지 중 하나는 스크롤 속도 값이 빨라질수록 파티클이 생성되는 빈도 값이 늘어나고, 하나는 파티클마다 다른 깊이 값에 따라 같은 스크롤 이동량이 서로 다른 거리로 적용되 이 글의 데모 전부 보기


