Large luminous soft-light fields that drift on slow lissajous paths, blooming brighter and shifting hue where they overlap — Vercel/Linear-grade hero glow.
Orb light colors (1-5); each orb cycles through the palette, overlaps additively bloom toward brighter hue-shifted blends
Backdrop color behind the glows; dark navy/charcoal tones give the most luminous contrast
Backdrop opacity; 0 renders only the glows transparently over the host section
Number of light fields; 3-4 is minimal and airy, 6-7 is dense and nebular
Overall scale of the light fields relative to the section
Falloff softness; low values tighten cores and reveal faint halo rings, high values melt everything into ambient haze
Amplitude of the slow lissajous wander; keep low for calm hero backdrops
Global animation rate; defaults are deliberately slow for an expensive feel
Breathing intensity of each orb's radius, like slow inhale/exhale
Cursor-glow strength. At its default a soft extra luminous orb — same falloff family and palette as the ambient field — blooms in under the pointer while it moves and dissolves over a couple seconds of rest, with nearby orbs leaning very subtly toward it; 0 disables all pointer response for a purely ambient background.