Phaser AE

God Rays

Free packv3.0.0-33DPost

Screen-space light shafts: the beams that stream past a hill, a doorway or a stand of trees when the sun is behind them. One half-resolution pass, no geometry and no assets, and it costs nothing while the sun is off screen.

This is a Free pack. Every phaser.io account can use it in their games.

Released October 14, 2026 · updated October 19, 2026

God Rays: 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.

The pack

godRays3d

function godRays3d(opts: GodRays3dOptions = {}): Pack<{ godRays: GodRays3dApi }>

The god-rays-3d pack: light shafts marched toward the sun at half resolution and added into the scene. Requires a 3D world and render-3d, whose depth it marches and whose sun position it follows.

Types

GodRays3dApi

interface GodRays3dApi

game.godRays.

  • strength: number — Shaft brightness, live.
  • decay: number — Per-step falloff, live.
  • enabled: boolean — Turn it off entirely.
  • readonly visible: boolean — Whether the sun is on screen and the shafts are actually drawing.

GodRays3dOptions

interface GodRays3dOptions

How the shafts look. Every field is live.

  • strength?: number — Overall shaft brightness. Default 0.9.
  • decay?: number — Per-step energy falloff along the march. Default 0.94.
  • enabled?: boolean — Whether the pass runs at all. Default true.