Phaser AE

Nebula clouds

Pro packv3.0.0-42D and 3DBackdrop

Drifting clouds of layered noise in two colours, glowing where the noise is dense. With one palette it is a nebula behind a space shooter; with another, a smoky haze, a bruised storm sky or a swamp fog.

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Released October 14, 2026 · updated October 20, 2026

Nebula clouds: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

Two fractal noise fields make the clouds. The first sets the broad shape, and the second, warped by the first, makes the coverage mask, so the clouds curl and gather rather than spreading as an even haze. Where the mask is dense the colour blends toward b, and a little of a is added everywhere as a floor.

scale sets how many features fit across the screen and speed the sideways drift, with 0 freezing it. The camera's position feeds into the field at a small factor, so the clouds shift gently as the camera moves, giving depth without competing with the stars on top. It is opaque, so it goes at the bottom of the stack.

Features

  • Warped two-field clouds — structure and curl instead of flat noise.
  • Two colours — a base colour and floor, and the colour dense cloud blends toward.
  • Feature scale — scale from a few big masses to many small ones.
  • Drift — a constant sideways movement, or frozen at 0.
  • Light parallax — the field shifts slightly with the camera.
  • Live changes — both params and both colours can change at any time.

Good for

  • Space shooters — a nebula under a parallax starfield.
  • Swamps and toxic levels — green fog behind the platforms.
  • Storms and hellscapes — greys or reds for a bruised or burning sky.
  • Title screens — slow-moving colour behind a logo.

Make it yours

Two params and two colours. A deep-space scene is violet and magenta at scale 3 with a slow drift and a starfield on top. A foggy marsh is two greens or greys at a lower scale, so the masses are fewer and bigger, drifting a little faster behind the level.

A quick look

A nebula, frozen and recoloured live:

const nebula = game.backdrop.add('nebula', { scale: 3, speed: 0.02 }, { a: '#1a1440', b: '#8a3a6e' });
nebula.set('speed', 0);            // live: freeze it
nebula.setColor('b', '#2ec4b6');   // live

Works with

Good to know

  • Two four-octave noise evaluations per pixel make it one of the heavier backdrops: fine on a desktop GPU, the first thing to drop on a phone at high resolution.
  • It is opaque and colour alpha is not used, so anything added before it is hidden.
  • It has no stars or sparkle of its own; stack backdrop-stars for those.

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