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.
Bloom glow
Section titled “Bloom glow”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
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.
Surface effects
Section titled “Surface effects”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
Section titled “Motion”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