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Effects & motion

The effects are the identity: a neon tube glow called bloom, static grain, scanlines and corner brackets for HUD frames. Use them as accents on a few elements, not as texture for every surface. The examples use the CSS utility classes; the Tailwind equivalents are on Utilities & variants.

Glow is a colored shadow built from --sb-glow-color, which defaults to the primary intent. Its strength is --sb-glow-strength: 1 on dark flavors, 0.35 on Daybreak, where a full glow would smudge.

sb-glow-sm –sb-glow-sm

sb-glow –sb-glow-md

sb-glow-lg –sb-glow-lg

sb-glow-ion
sb-glow-acid
sb-glow-danger

Pick a color with .sb-glow-<accent> (all twelve) or .sb-glow-<intent> (primary, secondary, info, success, warning, danger), or set --sb-glow-color yourself. The glow tokens are declared on every element, so changing the color on an element rebuilds its own glow. Components already glow on hover and focus in their intent color.

Text glow follows the accent

or any color you pick

Static Bloom

.sb-text-glow applies --sb-text-glow. .sb-gradient-text clips --sb-gradient-bloom (135°, plasma to ultraviolet) to the glyphs; combined with .sb-text-glow it switches to a drop shadow so the gradient stays crisp.

sb-static grain, boosted here

sb-scanlines –sb-scanlines

sb-brackets HUD corner ticks

All three coolant brackets

Class Effect Tune with
.sb-static Grain from --sb-noise (an inline SVG noise), in ::after --sb-static-opacity (default 0.09 on dark flavors, 0.05 on Daybreak)
.sb-scanlines Horizontal lines from --sb-scanlines, as a background the shadow ink and flavor; lines are 3px apart
.sb-brackets Four L-shaped corner ticks with a soft glow, in ::before --sb-brackets-color, --sb-brackets-size (12px), --sb-brackets-width (1.5px), --sb-brackets-inset

The three use different slots (::before, ::after, background), so they combine on one element.

.sb-glass is --sb-glass (base at 88%) with a 12px backdrop blur and a hairline border, for panels over game imagery. How legible its text stays depends on the flavor and the scene: in Blackout, HUD text keeps 4.5:1 over bright, dark and neon scenes, while accent-colored text in the other flavors can dip below it (measurements).

sb-glass panels over game imagery

Status no brackets

Blur tokens: --sb-blur-sm 4px, --sb-blur-md 12px, --sb-blur-lg 24px.

Motion answers an interaction or a state change. Durations and easings are tokens:

Duration Value Easing Curve
--sb-duration-instant 75ms --sb-ease-standard cubic-bezier(0.2, 0, 0, 1)
--sb-duration-fast 150ms --sb-ease-out cubic-bezier(0.16, 1, 0.3, 1)
--sb-duration-base 220ms --sb-ease-in cubic-bezier(0.7, 0, 0.84, 0)
--sb-duration-slow 350ms --sb-ease-emphasized cubic-bezier(0.3, 0, 0, 1.15)
--sb-duration-slower 500ms

Hover and color changes use fast with standard; entrances use base with out, exits fast with in. Keyframes ship as sb-fade-in, sb-fade-out, sb-zoom-in, sb-zoom-out, sb-slide-in-from-{top,bottom,left,right}, sb-spin, and the decorative loops sb-pulse-glow, sb-flicker, sb-glitch, sb-scan and sb-shimmer.

sb-pulse-glow alarms, live states

sb-flicker a failing neon tube