_FEATURES
- Procedural dust and grain, with no texture dependency.
- Divergence-free vortex flow, so dust rotates around whirl centres instead of sliding as one flat sheet.
- Three parallax depth layers: fast near wisps over a slow, coarse far wall.
- Discrete airborne grains, each with its own direction, speed, size, elongation and life cycle.
- Gusts that surge and ease the storm's speed and thickness over time.
- Streaks, parallax and grain travel all follow the configured wind direction.
- Background sampling for heat-haze-style distortion, strongest where the dust is thickest.
- Layout-space coordinates, so the storm follows layer scrolling.
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_PARAMETERS
Intensity / Overall opacity and strength.
Density / How much of the screen the dust covers, and how hard its edges are.
Sand color / Tint color of the sandstorm.
Grain scale / Master scale of the whole storm. Higher values make everything finer.
Streaking / How far dust and grains are smeared along the wind direction.
Grains / Visibility of the individually drifting sand grains.
Seed / Offsets the random pattern.
Wind X / Horizontal storm speed in pixels per second. Positive moves right.
Wind Y / Vertical storm speed in pixels per second. Positive moves down.
Storm speed / Global time scale for swirling, gusting and grain travel.
Turbulence / Strength of the swirling vortex flow that stirs the dust, drags the grains and warps the background.
Swirl scale / Size of the vortices in the flow field. Lower values give bigger, lazier whirls.
Gusts / Surging of storm speed and thickness over time.
Parallax / Speed spread between depth layers. 0 moves everything as one sheet, 100 gives fast near wisps over a slow far wall.
Distortion / Background distortion amount. Strongest where the dust is thickest.
Mask threshold / Alpha threshold used by the mask.
Invert mask / 0 affects opaque areas, 100 affects transparent areas.
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_LINKS
GitHub repository