Two button species. The top one runs a static loop: coloured light blobs orbit slowly behind the button face, leaking out the edges like plasma — it looks alive before you ever touch it. The bottom one is tap-reactive: its rings idle almost imperceptibly, then a tap gives them a spin impulse that eases out, plus a luminous pulse. Press Run, then click both buttons.
Two details carry everything: the plasma lives behind the face (so the button stays readable), and the tap adds velocity instead of setting an angle — friction turns that into a natural ease-out for free.
0.7 / 1.1 → 0.2 / 0.3 (lava-lamp calm) · spinVel += 6 → 30 (slot machine) · the leak margin ±10 → ±30 (haloed button) · one ring instead of three · plasma colours to a single hue family for an elegant, expensive look.On the real web (DOM): the plasma underlay is a pseudo-element behind the button — an animated conic-gradient with filter: blur(18px) — and the pulse is a keyframed expanding ring; wrap all of it in @media (prefers-reduced-motion: no-preference). In Godot: both species live in glow_buttons.gd, ready to download — plasma blobs drawn behind a StyleBox face, and tap = spin_vel += 6 with per-frame friction; the node-based spelling is a Button with an AnimationPlayer glow child and a Tween on tap. In Unity: UI Image + animated material, tap impulse via a coroutine or tween library. In Unreal: UMG widget with an animated material and a Widget Animation for the pulse. Chapter 12.