About Cyberpunk Drive
How it works
The city is procedurally generated as a corridor of building facades using instanced box geometry with emissive window textures. The road is a scrolling plane with PBR materials for wet asphalt reflections. Forward motion is achieved by scrolling the road texture and moving building instances. Speed is mapped to bass energy. Neon signs use billboard meshes with procedural textures and audio-reactive emission. Rain is a particle system with velocity-aligned sprites. Puddle reflections use screen-space reflection with distortion from a rain ripple normal map. A heavy post-processing chain applies bloom, lens flares, chromatic aberration, and color grading with a cyberpunk LUT.
Audio Features
- ▸ Bass Energy
- ▸ Mid Frequency Energy
- ▸ High Frequency Energy
- ▸ RMS Energy
Best For
- ▸ Synthwave & Cyberpunk Music
- ▸ Night Drive Playlists
- ▸ Gaming Content
- ▸ Outrun-Style Videos
MusicMind Engine
Build Detection (L5) accelerates forward speed during energy buildups and brakes during breakdowns, Rhythm Pattern (L9) syncs rain and neon flicker to the beat grid, and Temporal Memory (L12) shifts city color grading progressively across the song's arc.
Learn how MusicMind analyzes music →Science Behind This Effect
Cyberpunk Drive's environment mood shifts with the detected production era — vintage analog recordings get warmer tones while modern productions get crisp, neon aesthetics.
Learn more: Music Production Through the Decades →