---
title: "GPU Field Presets"
package: "@phaser-ae/vfx3d-fields"
tier: Pro
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-19
description: "Twelve camera-following GPU particle fields, from rain, snow and blossom to fireflies, bubbles and a warp jump, that fill an unlimited 3D world at a fixed cost."
url: https://phaser.io/packs/vfx3d-fields
site: Phaser - https://phaser.io
---

# GPU Field Presets

Twelve particle fields that follow the camera: weather, atmosphere and deep space, simulated on the GPU. Only the box
around the eye is simulated, so a storm over an open world costs the same as a storm over a courtyard.

## What it does

The pack registers twelve presets with `particles-gpu-3d`, the GPU particle runtime. `game.gpuParticles.preset(name)`
starts one, and it runs until you `kill()` it. Each wraps its particles into a box around the camera: a raindrop that
leaves one side comes back in at the other, so a bounded pool reads as rain everywhere the player looks.

The fields are tuned to read as what they are. Petals and leaves flutter and tumble; rain, sand and warp streaks
stretch along their flight; snow wanders on curl noise; bubbles rise and wobble; and the space fields launch outward
from the eye, so flying through them reads as depth. A preset is only a starting point: `preset(name, overrides)` takes
any field config key.

## Features

- **Weather** — `blossom`, `leaves` in red, orange and gold, `rain` at 120,000 streaks, `snow`, and a `sandstorm`
  streaking sideways low over the ground.
- **Atmosphere** — `ash` lifting and settling, `fireflies` in a warm night, `dust` motes in a shaft of light, and
  `bubbles` rising through water.
- **Deep space** — a `starfield` streaming past the ship, `warp` stretching stars into streaks, and a `nebula` to sit
  a starfield inside.
- **A fixed cost** — pools from 9,000 to 120,000 particles, set when the field starts, however far the camera goes.
- **Overrides on every key** — a new palette, a lower count, rain that lands on the scene, leaves that come to rest.

## Good for

- **Open-world games** — rain, snow or a sandstorm over terrain with no edge.
- **Seasonal and mood scenes** — spring blossom, autumn leaves, dust in a tomb, fireflies over a meadow.
- **Underwater levels** — bubbles rising round the diver.
- **Space shooters and flight games** — a starfield to fly through, the jump to warp and a nebula around it.

## Make it yours

Re-skinning is a single call: green summer leaves are `leaves` with a new `palette` and a lower `count`, and rain that
lands on roofs and is reborn at the top is `rain` with `collide: 'respawn'`. A preset can be re-purposed too: `bubbles`
with `follow: false`, a disc spawn, `wrap: false` and a `rate` becomes a column rising from a vent on the sea bed.
Fields combine, so a space level runs `nebula` and `starfield` together, and a field of your own is a copied definition
registered with `registerGpuField3d` from `particles-gpu-3d`.

## A quick look

Rain around the camera, a re-skinned field, and the rain stopped:

```ts
const rain = game.gpuParticles.preset('rain');
game.gpuParticles.preset('leaves', { count: 4_000, palette: ['#4a7a2a', '#6a9a34', '#8ab040', '#3a5a20'] });
rain.kill();
```

## Works with

- `particles-gpu-3d` and `particle-textures` — required: the GPU runtime and the particle frames.
- `underwater-3d` — the underwater scene the bubbles belong in.
- `vfx3d-weather` — weather on the CPU: a few thousand particles, but deterministic and running headless.
- `vfx3d-*` packs — effects at a place, with a beginning and an end.
- `vfx-weather` — the 2D counterpart.

## Good to know

- GPU only: a headless game creates the field, but nothing moves or draws.
- Without fog, the far wall of the box shows as a plane where the particles stop.
- Rain, snow and leaves pass through roofs and floors until you override `collide`.
- The space fields launch outward from the eye, so a ship that banks hard does not see its streaks bank with it.

---

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