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name, description, metadata
name description metadata
3d-text-depth-layers Multiple offset text layers create a stacked 3D shadow / extrusion effect on large typography — more impactful than CSS text-shadow because each layer is a full DOM element.
tags
text, 3d, depth, layers, shadow, typography, stacked, extrusion

3D Text Depth Layers

Renders the same text N times at increasing offsets, with back layers translucent and the front layer fully opaque. Creates a physical "stacked extrusion" depth illusion. Distinct from text-shadow (which can't have per-layer hue / opacity / animation) — each layer is a real DOM element.

How It Works

  • N copies of the same text in a single container
  • Each copy positioned absolutely with offset (i * OFFSET_X, i * OFFSET_Y)
  • Back layers (high i) use translucent or darkened color
  • Front layer (i = 0) is full opacity, full brand color
  • Optionally: each layer fades in staggered, creating a "building up" depth animation

HTML

<div
  class="scene"
  id="depth-scene"
  data-composition-id="depth-scene"
  data-start="0"
  data-duration="3"
  data-track-index="0"
>
  <div class="depth-stack">
    <!-- Layers injected by script — LAYER_COUNT copies of {label} -->
  </div>
</div>

CSS

.scene {
  position: relative;
  width: 100%;
  height: 100%;
  display: grid;
  place-items: center;
  background: {bgColor};
}
.depth-stack {
  position: relative;
  /* Container size set by the front layer; back layers stack behind */
}
.depth-text {
  font-family: {font};
  font-weight: 900;
  font-size: HERO_FONT_SIZE;
  letter-spacing: HERO_LETTER_SPACING;
  line-height: 1;
  color: {frontColor};
  text-transform: uppercase;
}
/* Back layers — absolute, stacked behind */
.depth-text.is-back {
  position: absolute;
  top: 0;
  left: 0;
  pointer-events: none;
}
/* Front layer — relative to define container size */
.depth-text.is-front {
  position: relative;
  z-index: 10;
}

GSAP Timeline + Layer Setup

<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
  window.__timelines = window.__timelines || {};

  const TEXT = "{label}";
  const stack = document.querySelector(".depth-stack");

  // Build layers — back-to-front so the FRONT (i=0) is the LAST appended
  // and `position: relative` defines container size.
  for (let i = LAYER_COUNT - 1; i >= 0; i--) {
    const el = document.createElement("div");
    el.className = "depth-text " + (i === 0 ? "is-front" : "is-back");
    el.textContent = TEXT;
    if (i > 0) {
      const alpha = Math.max(BACK_ALPHA_MAX - i * BACK_ALPHA_STEP, BACK_ALPHA_MIN);
      el.style.color = `rgba({backHueRGB}, ${alpha})`;
      el.style.transform = `translate(${i * OFFSET_X}px, ${i * OFFSET_Y}px)`;
    } else {
      el.style.color = "{frontColor}";
    }
    el.dataset.layer = String(i);
    stack.appendChild(el);
  }

  const tl = gsap.timeline({ paused: true });

  // Layered entry — back layers appear first, building forward
  const allLayers = stack.querySelectorAll(".depth-text");
  allLayers.forEach((el) => {
    const i = Number(el.dataset.layer);
    const finalAlpha = el.classList.contains("is-front")
      ? 1
      : Math.max(BACK_ALPHA_MAX - i * BACK_ALPHA_STEP, BACK_ALPHA_MIN);
    tl.fromTo(
      el,
      { opacity: 0 },
      {
        opacity: finalAlpha,
        duration: LAYER_FADE_DUR,
        ease: "power2.out",
      },
      LAYER_CASCADE_START + (LAYER_COUNT - 1 - i) * LAYER_CASCADE_STEP,
    );
  });

  // Optional: depth grows on entry (offset interpolates from 0 → full)
  const depthState = { p: 0 };
  tl.to(
    depthState,
    {
      p: 1,
      duration: DEPTH_GROW_DUR,
      ease: "power2.out",
      onUpdate: () => {
        stack.querySelectorAll(".depth-text.is-back").forEach((el) => {
          const i = Number(el.dataset.layer);
          const x = i * OFFSET_X * depthState.p;
          const y = i * OFFSET_Y * depthState.p;
          el.style.transform = `translate(${x}px, ${y}px)`;
        });
      },
    },
    DEPTH_GROW_START,
  );

  window.__timelines["depth-scene"] = tl;
</script>

Variations

Static depth (no animation, single hero shot)

Skip the cascade — render all layers in their final positions from t=0, optionally fade the entire stack in:

tl.from(
  stack,
  { opacity: 0, scale: STATIC_ENTRY_SCALE, duration: STATIC_ENTRY_DUR, ease: "power3.out" },
  0,
);

Dynamic depth pulse

Animate OFFSET_X / OFFSET_Y based on a heartbeat — depth grows and shrinks rhythmically:

const beat = { p: 0 };
tl.to(
  beat,
  {
    p: Math.PI * 2 * BEAT_CYCLES,
    duration: BEAT_DUR,
    ease: "none",
    onUpdate: () => {
      const mult = 1 + Math.sin(beat.p) * BEAT_AMP;
      stack.querySelectorAll(".is-back").forEach((el) => {
        const i = Number(el.dataset.layer);
        el.style.transform = `translate(${i * OFFSET_X * mult}px, ${i * OFFSET_Y * mult}px)`;
      });
    },
  },
  BEAT_START,
);

Color-shift back layers

Instead of fading to translucent, shift to a different hue — depth reads as "casting a colored shadow":

el.style.color = `hsla(${HUE_BASE - i * HUE_STEP}, ${SAT_PCT}%, ${LIGHT_BASE - i * LIGHT_STEP}%, 1)`;

How to Choose Values

Layer geometry

  • LAYER_COUNT — number of stacked copies (back layers + 1 front).
    • Range: 4-6. Below 4 the depth doesn't read as 3D; above 6 the stack visually clutters on tight kerning
    • Effects: low end reads as subtle shadow; high end reads as chunky extrusion
  • OFFSET_X / OFFSET_Y — per-layer translation offset, in px.
    • Range: 1-3 px each. Above 4 px reads as a glitch / chromatic aberration rather than depth
    • Effects: offset direction implies light direction. (+x, +y) = light from upper-left; (-x, +y) = light from upper-right. Pick one and keep it consistent across the composition
    • Constraints: same sign convention throughout the composition

Back-layer color falloff

  • BACK_ALPHA_MAX — alpha of the back layer nearest the front.
    • Range: 0.6-0.85. Lower than 0.5 makes even the nearest back layer disappear; higher than 0.9 fights the front layer for dominance
  • BACK_ALPHA_STEP — alpha decrement per layer further back.
    • Range: 0.08-0.15. Smaller steps read as a soft gradient; larger steps read as discrete plates
    • Constraints: choose so BACK_ALPHA_MAX (LAYER_COUNT 2) × BACK_ALPHA_STEP ≥ BACK_ALPHA_MIN
  • BACK_ALPHA_MIN — floor below which back layers stop fading.
    • Range: 0.1-0.2. Below 0.1 the deepest layer disappears entirely on dark backgrounds

Typography

  • HERO_FONT_SIZE — front-layer font size, in px.
    • Range: 60 px minimum to read as layered; 200-340 px for full-bleed hero shots. Thin text loses the layered illusion
  • HERO_LETTER_SPACING — letter spacing.
    • Range: 0.03em (tight) to 0 (normal). Negative spacing tightens the stack so the offsets read as depth instead of as repetition
  • {font} — typeface; pick a black/900 weight family with strong horizontal strokes
  • {frontColor} — front-layer color; the brand or accent color
  • {backHueRGB} — RGB triplet for back layers (e.g. matched to a brand glow). Used inside rgba({backHueRGB}, ${alpha})

Cascade entry (default form)

  • LAYER_CASCADE_START — timeline offset where the cascade begins.
    • Constraints: ≥ 0; if another beat precedes, ≥ that beat's end
  • LAYER_CASCADE_STEP — delay between each layer's fade-in.
    • Range: 0.04-0.10 s. Smaller feels almost-simultaneous; larger feels stepped and mechanical
  • LAYER_FADE_DUR — duration of each individual layer's fade-in.
    • Range: 0.3-0.6 s

Depth-grow tween

  • DEPTH_GROW_START — when the offset growth begins.
    • Constraints: typically ≈ LAYER_CASCADE_START; align so the first layer's fade and the depth growth start together
  • DEPTH_GROW_DUR — duration over which offsets interpolate from 0 to full.
    • Range: 0.4-0.8 s. Roughly match LAYER_FADE_DUR × LAYER_COUNT / 2 so depth lands as the last layer fades in

Static-depth variation

  • STATIC_ENTRY_SCALE — initial scale before the whole stack fades in.
    • Range: 0.94-0.98 — subtle inflation; larger reads as a separate "pop" effect
  • STATIC_ENTRY_DUR — fade-in duration for the whole stack.
    • Range: 0.5-0.8 s

Dynamic-pulse variation

  • BEAT_CYCLES — number of full beat cycles across BEAT_DUR.
    • Range: BEAT_DUR / 1.5s ≤ BEAT_CYCLES ≤ BEAT_DUR / 0.7s (one beat per 0.7-1.5 s reads as a heartbeat)
  • BEAT_DUR — pulse tween duration.
    • Constraints: tied to the visible window of the depth stack
  • BEAT_AMP — fractional amplitude of the offset pulse.
    • Range: 0.2-0.6. Smaller is a gentle breathing depth; larger reads as a kick-drum thump
  • BEAT_START — when the pulse begins.
    • Constraints: ≥ DEPTH_GROW_START + DEPTH_GROW_DUR so the pulse modulates a fully-grown stack

Color-shift variation

  • HUE_BASE / HUE_STEP — base hue (front layer) and per-layer hue rotation.
    • Range: HUE_STEP 4-12°. Larger steps cycle further around the color wheel and read as glitch
  • SAT_PCT — fixed saturation for all layers.
    • Range: 60-85%
  • LIGHT_BASE / LIGHT_STEP — base lightness and per-layer darkening.
    • Range: LIGHT_STEP 3-8 percentage points so back layers darken into the background

Key Principles

  • Layer count 4-6 — fewer than 4 doesn't read as 3D, more than 6 visually clutters on tight kerning
  • Offset 1-3 px per axis — subtle is dramatic. OFFSET = 6+ looks like a glitch rather than depth
  • Offset direction implies light direction(+x, +y) = light from upper-left; (-x, +y) = light from upper-right. Pick one and be consistent across the composition
  • Back layers translucent OR darker — DON'T make them MORE saturated than the front (looks like a halo). Each back layer should be slightly more transparent (alpha -= BACK_ALPHA_STEP per layer) or slightly darker
  • Last (front) layer position: relative to define container size; all others position: absolute stack behind
  • Bold/black weight + large size — 900 weight, 60 px+ minimum. Thin text loses the layered illusion
  • Don't apply per-letter animation on top of layers — character animations (hacker-flip, typewriter) on top of 6-layer depth = chaos. If you need both effects, drop depth to 2-3 layers OR apply layers only to the static post-reveal state

Critical Constraints

  • Timeline must be paused: gsap.timeline({ paused: true })
  • Registry key = data-composition-id
  • No CSS text-shadow alongside layered depth — they compound and over-extrude
  • Use transform: translate() for offsets, not top/left — translate composes cleanly with parent's centering and avoids reflow
  • pointer-events: none on back layers — they're decorative; don't catch hover or selection
  • Set layer color via rgba() not opacity — opacity on the whole element fades the rendered glyph including any shadow; rgba in color fades just the glyph

Combinations

Pairs with HF skills

  • /hyperframes-animation — staggered fade-ins + onUpdate for dynamic depth
  • /hyperframes-core — composition wiring
  • /hyperframes-clihyperframes lint