Motion Background

iart-ai/motion-design-skills/skills/motion-background

by iart-ai3c129f769d90No license58 starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 3 months ago

This skill should be used when the user asks to "add an animated background", "build a mesh/gradient background", "make an aurora/shader background", "add constellation/particle background", "animated hero background", or "a subtle looping background behind content". Covers CSS mesh gradients, GLSL shader gradients (Three.js), canvas particle constellations, seamless loops, and reduced-motion/performance handling — fully self-contained.

Instructions onlyDesign & Creative
AI-generated overview

Builds subtle, seamlessly looping animated web backgrounds using CSS gradients, GLSL shaders, or canvas particles.

What it does
This skill provides runnable, self-contained techniques for ambient motion backgrounds that sit behind content: animated CSS mesh gradients, a full-screen GLSL aurora/noise shader for Three.js, and canvas 2D constellation particles. It also covers seamless looping, reduced-motion and offscreen/hidden pausing, and performance caps. The deliverable is a single standalone HTML file containing the background layer, sample foreground text for contrast checking, one animation driver, and a freeze harness for deterministic screenshots.
When to use it
Use it when a hero, landing, login, splash, or empty-state area needs a subtle moving backdrop, or when a gradient, mesh, aurora, shader, or particle/constellation field should sit behind text or UI. It is meant for cases where the motion must stay readable, loop without a visible seam, and respect motion preferences and battery.
Requirements
Runs as instructions only, with no bundled scripts. Shader work requires Three.js (loaded from a CDN); CSS and canvas techniques need only a browser. Verification steps reference Playwright screenshots and helper shell scripts described in the document, plus network access for CDN assets.

Motion Background

Ambient, living backgrounds that sit behind content without stealing focus. The goal is subtle, seamlessly looping motion that stays readable and performant. This skill is self-contained: every technique below ships its own runnable code — CSS, GLSL, and canvas — with no external dependencies beyond Three.js where a shader is involved.

When to use

  • Hero/landing background that subtly moves; section ambience.
  • Login/splash/empty-state living backdrops.
  • A gradient, mesh, aurora, shader, or particle/constellation field behind text or UI.

Pick an approach

LookTechniqueCost
Soft animated gradient/meshCSS gradients + keyframesCheapest, no JS
Flowing aurora / organic noiseGLSL fragment shader (Three.js full-screen quad)GPU, moderate
Constellation / drifting dotsCanvas 2D particlesCPU, scales with count
Depth / parallaxSame shader/particles with mouse-driven offsetModerate

Default to CSS if a gradient suffices — it is the cheapest and most reliable. Use a shader for organic flowing color; use canvas particles for a constellation/network look.

Design rules

  • Subtle: low contrast versus content, slow motion (long periods, 8–30s loops), nothing that competes with text.
  • Readable: keep contrast for foreground text; add a scrim (linear-gradient overlay or backdrop) if needed.
  • Seamless loop: drive motion with periodic functions so time wraps with no visible jump (see below).
  • Respect motion preferences and battery: honor prefers-reduced-motion, and pause when offscreen or the tab is hidden.

Core techniques (inlined, runnable)

1. Animated CSS mesh gradient (no JS)

Layered radial gradients whose positions drift. Animating background-position on a larger-than-viewport gradient loops seamlessly.

css
.bg {  position: fixed; inset: 0; z-index: -1;  background:    radial-gradient(40% 50% at 20% 30%, #5b8cff55, transparent 60%),    radial-gradient(45% 55% at 80% 20%, #b05bff55, transparent 60%),    radial-gradient(50% 60% at 50% 80%, #2de1c255, transparent 60%),    #0b0e1a;  background-size: 200% 200%;  animation: meshmove 24s ease-in-out infinite;}@keyframes meshmove {  0%, 100% { background-position: 0% 0%, 100% 0%, 50% 100%; }  50%      { background-position: 30% 20%, 70% 30%, 60% 70%; }}@media (prefers-reduced-motion: reduce) {  .bg { animation: none; }}

The 0% and 100% keyframes are identical, so the loop has no seam.

2. Full-screen GLSL gradient + noise shader (Three.js)

A flowing aurora/gradient using value noise in a fragment shader on a full-screen plane. uTime advances each frame; to loop, feed it a wrapped time (section 4).

js
import * as THREE from 'three';
const canvas = document.querySelector('#bg');const renderer = new THREE.WebGLRenderer({canvas, antialias: true});renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap for perfconst scene = new THREE.Scene();const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const uniforms = {  uTime: {value: 0},  uRes: {value: new THREE.Vector2()},  uColorA: {value: new THREE.Color('#5b8cff')},  uColorB: {value: new THREE.Color('#b05bff')},};
const material = new THREE.ShaderMaterial({  uniforms,  vertexShader: `void main(){ gl_Position = vec4(position, 1.0); }`,  fragmentShader: `    precision highp float;    uniform float uTime; uniform vec2 uRes;    uniform vec3 uColorA, uColorB;
    // hash + value noise    float hash(vec2 p){ return fract(sin(dot(p, vec2(127.1,311.7)))*43758.5453); }    float noise(vec2 p){      vec2 i = floor(p), f = fract(p);      float a = hash(i), b = hash(i+vec2(1,0));      float c = hash(i+vec2(0,1)), d = hash(i+vec2(1,1));      vec2 u = f*f*(3.0-2.0*f);      return mix(mix(a,b,u.x), mix(c,d,u.x), u.y);    }    float fbm(vec2 p){      float v=0.0, a=0.5;      for(int i=0;i<5;i++){ v += a*noise(p); p*=2.0; a*=0.5; }      return v;    }    void main(){      vec2 uv = gl_FragCoord.xy / uRes.xy;      float n = fbm(uv*3.0 + vec2(uTime*0.05, uTime*0.03));      vec3 col = mix(uColorA, uColorB, smoothstep(0.2, 0.8, n + uv.y*0.3));      gl_FragColor = vec4(col, 1.0);    }`,});
const quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);scene.add(quad);
function resize(){  renderer.setSize(window.innerWidth, window.innerHeight);  uniforms.uRes.value.set(window.innerWidth, window.innerHeight);}window.addEventListener('resize', resize); resize();
const clock = new THREE.Clock();let running = true;function loop(){  if (running){    uniforms.uTime.value = clock.getElapsedTime();    renderer.render(scene, camera);  }  requestAnimationFrame(loop);}loop();

3. Canvas constellation particles

Drifting points connected by lines when near — the classic "network" background. Pure canvas 2D, no dependencies.

js
const canvas = document.querySelector('#stars');const ctx = canvas.getContext('2d');let W, H, pts;const COUNT = 80, LINK = 120;
function init(){  W = canvas.width = innerWidth; H = canvas.height = innerHeight;  pts = Array.from({length: COUNT}, () => ({    x: Math.random()*W, y: Math.random()*H,    vx: (Math.random()-0.5)*0.3, vy: (Math.random()-0.5)*0.3,  }));}addEventListener('resize', init); init();
function frame(){  ctx.clearRect(0, 0, W, H);  for (const p of pts){    p.x += p.vx; p.y += p.vy;    if (p.x<0||p.x>W) p.vx*=-1;    if (p.y<0||p.y>H) p.vy*=-1;    ctx.fillStyle = '#9db4ff'; ctx.fillRect(p.x, p.y, 2, 2);  }  for (let i=0;i<COUNT;i++) for (let j=i+1;j<COUNT;j++){    const dx=pts[i].x-pts[j].x, dy=pts[i].y-pts[j].y;    const d=Math.hypot(dx, dy);    if (d<LINK){      ctx.strokeStyle = `rgba(157,180,255,${1-d/LINK})`;      ctx.beginPath(); ctx.moveTo(pts[i].x,pts[i].y); ctx.lineTo(pts[j].x,pts[j].y); ctx.stroke();    }  }  requestAnimationFrame(frame);}frame();

The O(n²) link loop is fine to ~120 points; above that, spatial-hash into a grid and only test neighboring cells.

4. Seamless loop technique

For canvas/JS, wrap time into a fixed period so motion repeats exactly. Use the loop phase (0→2π) as the argument to periodic functions:

js
const PERIOD = 12; // secondsconst phase = (t % PERIOD) / PERIOD * Math.PI * 2;const offset = Math.sin(phase) * amp;          // returns to start at t = PERIOD

Any motion built only from sin/cos of phase (or integer multiples) loops seamlessly. In the shader, feed uTime = phase and use only sin/cos of it; for noise-scrolled gradients, scroll by an integer number of noise cells per period so the field tiles.

5. Reduced motion + offscreen/hidden pause

js
const reduce = matchMedia('(prefers-reduced-motion: reduce)').matches;if (reduce) {  running = false;                 // render one static frame, then stop  renderer.render(scene, camera);}
// Pause when the tab is hiddendocument.addEventListener('visibilitychange', () => {  running = !document.hidden && !reduce;});
// Pause when the canvas scrolls offscreennew IntersectionObserver(([e]) => {  running = e.isIntersecting && !document.hidden && !reduce;}).observe(canvas);

When running is false, skip the render inside the rAF loop (as in section 2) — the loop stays alive to resume cheaply, but does no GPU/CPU work.

Deliver & verify (standalone HTML)

Packaged helper (scripts/): scripts/seek-shot.sh anim.html 0 1.5 3 freezes the ?t=N harness and screenshots each moment; scripts/contact-sheet.sh sheet.png frame-*.png tiles them for one-glance review. See scripts/README.md.

A motion background ships as one .html file that opens directly in a browser — markup, the background, and (for shader/canvas) Three.js or canvas JS from CDN, all inline. One file is the right tier.

Output contract:

  • One .html file: the background layer + a sample of foreground text on top to check readability/contrast.
  • One animation driver — the CSS @keyframes, the shader rAF loop, or the canvas rAF loop; just one.
  • Include the freeze harness below, matched to the technique, so any moment can be screenshotted deterministically.

Freeze harness — pin a frame for screenshots. Match the mechanism to the technique:

html
<script>  const t = new URLSearchParams(location.search).get("t");  if (t !== null) {    const T = parseFloat(t);    // CSS mesh gradient:    document.querySelectorAll(".bg").forEach(el => {      el.style.animationDelay = (-T) + "s";      el.style.animationPlayState = "paused";    });    // GLSL shader instead? → render exactly one frame at fixed time:    //   uniforms.uTime.value = T; renderer.render(scene, camera); running = false;    // Canvas particles? → seed deterministically, step the sim to T, draw once, stop the loop.  }  window.__ready = true;                                          // ready signal for headless wait</script>

Verify loop — render → freeze → screenshot → check:

  1. Open the file frozen at start / mid / end across one loop period: …/bg.html?t=0, ?t=<period/2>, ?t=<period>.
  2. Screenshot each frozen frame.
  3. Check fidelity (subtle, on-brand, seamless) and artifacts — text contrast holds at every frame, no banding in gradients/shader, the loop seam (t=0 vs t=period) matches, no GPU/console errors.
bash
npx playwright screenshot --wait-for-timeout=600 "file://$PWD/bg.html?t=12" frame-mid.png

Before you finish:

  1. Opens standalone in a browser — no console/WebGL errors, no missing CDN.
  2. One driver; ?t=N freezes the exact frame (shader renders one frame, canvas sim stepped deterministically).
  3. Screenshotted at start / mid / end — foreground text stays readable, no banding, loop seam invisible.
  4. prefers-reduced-motion honored (one static frame rendered, loop stopped) + pauses offscreen/hidden.
  5. devicePixelRatio capped at 2; motion is slow and subtle, never out-contrasting content.

Quick reference

NeedDo
Cheapest gradientCSS layered radial-gradient + background-position keyframes
Organic flowGLSL fbm noise, scroll uTime
Network/dotscanvas particles + distance-linked lines
No seamdrive motion by sin/cos(phase), identical first/last keyframe
Perf capsetPixelRatio(min(dpr, 2)), throttle, reduce particle count on mobile
Accessibilityprefers-reduced-motion static fallback
Save batterypause on visibilitychange + IntersectionObserver

Gotchas

  • Never let the background out-contrast the foreground text — add a scrim if it does.
  • Uncapped devicePixelRatio on retina/4K murders the GPU; cap at 2.
  • background-position loops only if first and last keyframes match exactly.
  • Noise-scrolled shaders loop only if the scroll is an integer number of cells per period; otherwise the loop visibly jumps.
  • Forgetting the offscreen/hidden pause drains battery on mobile even when the user can't see it.

Reference files

  • references/background-recipes.md — fuller drop-in implementations: a richer multi-blob CSS mesh with blur, the complete Three.js aurora shader with mouse parallax and a true seamless-loop time wrap, a grid-optimized constellation field with mouse repulsion, a perfectly-looping noise-flow technique, and a complete reduced-motion + offscreen-pause manager wrapping all of them.

Source and attribution

Source:iart-ai/motion-design-skillsinskills/motion-backgroundat commit3c129f7

License: No license

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