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Special ✨

You can think of these like special effects you'd see in Windows Movie Maker or iMovie. They're silly, fun, and could be described as "generated, animated overlays."

Bubbles​

Adds highly configurable scrolling circles to the screen - like, well, bubbles! 🫧

  • Style: Controls what colour the bubbles will take on.
    • Disabled: No bubbles will appear.
    • Single Colour: All bubbles will be the same colour.
    • Two Colours: Bubbles will alternate between two colours.
    • Rainbow Layers: Each layer of bubbles will have a different (but uniform to that layer) rainbow colour.
    • Rainbow Bubbles: Each bubble will have a different rainbow colour.
  • Layers: Choose between having One simple layer of bubbles or Five layers that make the size, speed, and colour of the bubbles more varied.
  • Opacity: How transparent the bubbles are.
  • Apply: A slider that controls whether the bubbles will multiply (value of 0) the colours of the screen or overlay (value of 1) them.
  • Size: Controls how big all of the circles are. It is slightly influenced by Scale because to fit more pieces on the screen, they have to be smaller.
    • Scale Low: How many bubblews can appear on the screen at minimum.
    • Scale High: How many bubbles can appear on the screen at maximum.
  • Speed: How fast the bubbles move across the screen. A negative value will make them move to the right while a positive value will make them move to the left.
  • Direction: Slider between moving horizontally (0) and vertically (1). Anything in between will make the bubbles move diagonally.
  • Chance: How likely a bubble is to appear on the screen. A value of 0 will make bubbles appear almost everywhere while a value of 1 will make them appear almost nowhere.
  • Colour One, Two: The colours that the bubbles will take on. If you have Single Colour selected, only Colour One will be used. If you have Two Colours selected, Colour One will be the first colour and Colour Two will be the second.

Confetti​

Falling pieces of lil rainbow paper! πŸŽ‰

  • Style: Controls how many layers of confetti will appear. Each layer will have a different size, speed, and colour.
    • Disabled: No confetti will appear.
    • One: One layer of confetti will appear.
    • Three: Three layers of confetti will appear.
    • Five: Five layers of confetti will appear.
  • Opacity: How transparent the confetti is.
    • Rainbow: Each piece of confetti will have a different rainbow colour.
  • Size: Controls how big all of the pieces are. It is slightly influenced by Scale because to fit more pieces on the screen, they have to be smaller.
    • Scale Low: How many pieces of confetti can appear on the screen at minimum.
    • Scale High: How many pieces of confetti can appear on the screen at maximum.
  • Speed Low, High: How fast the confetti moves across the screen. A negative value will make them move up while a positive value will make them move down.
  • Threshold: How likely a piece of confetti is to appear on the screen. A value of 0 will make confetti appear almost everywhere while a value of 1 will make them appear almost nowhere.
  • Sway: How much the confetti pieces should sway from side to side as they go across the screen.
  • Burst: How bulged they should be from the centre of the screen.
  • Colour: The colour that the confetti will take on. If you have Rainbow selected, this will be ignored.
  • Seed: The seed for the random number generator that determines the position of the confetti. Changing this will change the position of the confetti.

Data Stream​

Ever seen The Matrix? Streams of random pixelated characters overlaying the screen. 😎

  • Opacity: How transparent the data streams are. Setting this to 0 to disable the effect.
  • Style: The colour of the data streams.
    • Colour: All of the characters are the same colour.
    • Rainbow: Each character will have a different rainbow colour.
  • Layers: How many layers of data streams will appear. Each layer will have a different size, speed, and colour.
    • One: One layer of data streams will appear.
    • Three: Three layers of data streams will appear.
  • Quality: Zoomies is faster but has lower-quality random character generation. In most cases, this is perfectly fine as they are just scrambled symbols anyways. Dazzling is slower but has higher-quality random character generation.
  • Scale Low, High: How many characters can appear on the screen at minimum and maximum. Naturally, the more characters, the smaller they will be.
  • Time Fall Low, High: How fast the characters move on the screen.
  • Time Update Low, High: How fast the independent characters in each stream change.
  • Threshold: How likely a character is to appear on the screen. A value of 0 will make characters appear almost everywhere while a value of 1 will make them appear almost nowhere.
  • Inverse UVs: Make the data streams move horizontally instead of vertically.
    • Inverse Direction: Make the data streams move the opposite way regardless of horizontal or vertical movement (ex. left vs right, up vs down).
  • Colour: The colour that the data streams will take on. If you have Rainbow selected, this will be ignored.

Lens Flare​

Adds a highly configurable lens flare overlay to the screen. 🌞

  • Style: Controls the algorithm used to generate the lens flare.
    • Disabled: No lens flare will appear.
    • Luka's RGB: A simple, traditional lens flare that splits the colours of the screen into red, green, and blue in circles.
    • Peter's Lens: A more dramatic lens flare (akin to one in a movie) based on (and translated by me) public domain code by Peter Ekepeter.
  • Opacity: How transparent the lens flare is.
  • Apply: A slider that controls whether the lens flare will multiply (value of 0) the colours of the screen or overlay (value of 1) them. For Lens Flare, having a lower value here (more of a screen colour multiplication) will make the lens flare more "smooth" and "glowy."

Luka's RGB​

  • Position One X, Y: Moves the large set of circles (on the left) left/right and up/down respectively.
  • Position Two X, Y: Moves the small set of circles (on the right) left/right and up/down respectively.
  • Glow: How bright the centre of the lens flare should be, and consequently, how much of an "aura" the lens flare should have. A lower value results in a bigger aura. Don't set the value too high, or the lens flare will be too bright and the colours will burn into each other!
  • Chromatic One: How far the red, green, and blue should be separated from each other in the large set of circles.
  • Chromatic Two: How far the red, green, and blue should be separated from each other in the small set of circles.
  • Scale: How big the lens flare should be.

Peter's Lens​

  • Position One X, Y: Rotates the whole lens flare left/right and up/down respectively.
  • Position Two X, Y: Moves the whole lens flare left/right and up/down respectively.
  • Power: How bright the lens flare should be.
  • Scale: How big the lens flare should be.
tip

You can combine this with Conditional πŸͺ -> Pixel-by-Pixel Testing -> Angle to make it so the lens flare only appears when the camera is facing a certain direction (ex. the sun)! Additionally, if you find the "RGB Split" of the lens flare to be too intense, a lower scale or a lower chromatic value will make it more of a blended together white lens flare.

Hexagonal Shield​

Adds a honeycomb pattern on top of the screen, reminiscent of a sci-fi shield (ever played Halo?). πŸ›‘οΈ

  • Style: Controls the colours of the shield.
    • Shield: A simple, traditional shield pattern. Uses Colour One for the tiles and Colour Two for the lines.
    • Two-Coloured Shield: Flows between Colour One and Colour Two together for the tiles (based on Speed) and uses Colour Three for the lines.
    • Two-Coloured Border: Uses Colour One for the tiles and flows between Colour Two and Colour Three together for the lines (based on Speed).
    • Rainbow Shield: Each tile will be a little rainbow (moving based on Speed) and the lines will be a single colour.
    • Rainbow Border: Each tile will be a single colour and the lines will be a little rainbow (moving based on Speed).
    • Tiles Only: Only show random tiles, animated with Speed, and the amount of tiles at any given time controlled by Threshold.
    • Tiles Light Up: Similar to Tiles Only, but the tiles will always show and simply light up based on the random animated seed controlled by Speed and Threshold.
  • Opacity: How transparent the shield is.
  • Scale: How many tiles should appear on the screen. A higher value will make the tiles smaller (because there is a larger scale of tiles to fit on the screen).
  • Border: How thick the lines should be.
  • Radial, Radial Scale: Makes the shield "vignette" around the screen - aka only show up around the screen borders and fade away into the center. Radial controls how much this influences the shield's opacity, while Radial Scale controls how much the shield should vignette. If you want a complete overlay, set Radial to 0.
  • Apply: A slider that controls whether the shield will multiply (value of 0) the colours of the screen or overlay (value of 1) them.
  • Speed: Controls how fast the colours should change or how much tiles shown on the screen should update. What speed does is dependent on the Style chosen.
  • Threshold: If using Tiles Only or Tiles Light Up, this controls how likely a tile is to appear on the screen. A value of 1 will make tiles appear almost everywhere while a value of -1 will make them appear almost nowhere.
  • Colour One, Two, Three: Controls various colours of the shield depending on the Style chosen.
tip

If you don't see both colours being used for certain styles, make sure that the Speed is set to a value other than 0!

Lightning​

Adds flowing, glowing electrical lines across the screen. ⚑

  • Style: Controls how many lightning lines go across the screen.
    • One: One line will go across the screen.
    • Three: Three lines will go across the screen.
    • Six: Six lines will go across the screen.
  • Waves Low, High: How many waves the line should have (a higher value makes a more squiggly line).
  • Speed Low, High: How fast the lines flow (how fast the waves go up and down on the line).
  • Power Low, High: How strong the waves are (how much the lines go up and down).
  • Glow: How bright the area surrounding the line should be.
  • Rainbow: Whether the colour of the line should automatically cycle through the rainbow. A value of 0 makes the line only your chosen colour, a value of 1 makes it fully a rainbow, and anything in between will make it a mix of both.
  • Rotate: Rotate the electricity lines (like spinning them around).
tip

If you are using one line, I suggest just making all of the Low and High values the same as the randomness between the two is only utilized when there are multiple lines.

Mapping​

Assign parts of the screen a new texture or colour based on requirements such as luminance or HSV. It's hard to explain, but I really like this effect! Think like remaking the screen out of emojis or ASCII characters. πŸ—ΊοΈ

  • Style: Controls how the map is applied to the screen.
    • Disabled: The effect is not applied.
    • Luminance: The luminance of the screen is used to determine the mapping (ex. brighter areas are assigned one texture, darker areas are assigned another).
    • HSV Colour Match: Matches based on the hue, saturation, and value of the screen (ex. red areas are assigned one texture, blue areas are assigned another).
    • LAB Colour Match: Matches based on the LAB colour space of the screen (ex. red areas are assigned one texture, blue areas are assigned another). May be more accurate than HSV Colour Match but is slower.
  • Scale: How many pieces should be on the screen. A higher value will make the pieces smaller (because there is a larger scale of pieces to fit on the screen). It will be easier to tell what the screen is (ex. your camera's view) if you use a higher value, but it will be easier to tell what the individual pieces are (ex. emojis) if you use a lower value.
  • Opacity: How transparent the mapping is.
  • Mapping Texture: A 4x4 grid of textures used to assign to the screen.

Rain Drops​

This effect simulates raindrops falling and streaking down the screen, distorting the screen.

  • Style: Controls the complexity and layering of the raindrop effect.
    • One Layer: A single layer of raindrops.
    • Three Layers: Three layers of raindrops, offering more variation in size, speed, and appearance.
  • Scale Low, Scale High: Defines the minimum and maximum density of raindrops on screen. Higher values in this range result in more, but generally smaller, raindrops.
  • Speed Low, Speed High: Sets the minimum and maximum speed at which raindrops fall.
  • Sway: Controls the amount of side-to-side movement or "sway" as the raindrops descend.
  • Drop Minimum, Drop Maximum: Determines the minimum and maximum size of the main body of each raindrop.
  • Trail Minimum, Trail Maximum: Defines the minimum and maximum width of the streak or trail left by a falling raindrop.
  • Trail Length: Controls the length of the trails left by the raindrops.
  • Power: Adjusts the intensity of the UV distortion caused by the raindrops. Higher values create a more pronounced "watery" distortion.
  • Threshold: Influences the probability of a raindrop appearing. A value of 0 means raindrops are likely to appear almost everywhere, while 1 means they will be very sparse.

Plexus​

This effect generates a dynamic network of interconnected points (stars) and lines, creating a plexus-like overlay.

  • Style: Determines the number of layers or complexity of the plexus network.
    • One Layer, Two Layers, Three Layers: Increases the density and intricacy of the plexus.
  • Line Opacity: Controls the visibility of the lines connecting the plexus points.
  • Star Opacity: Controls the visibility of the plexus points (stars).
  • Scale Low, Scale High: Defines the range for the density of points in the plexus. Higher values generally mean more points.
  • Speed Low, Speed High: Sets the range for the animation speed of the points as they move and reconnect.
  • Zoom Low, Zoom High: Controls the range for the apparent depth or "zoom" level of individual points, adding a 3D feel.
  • Fade Start, Fade End: Defines the range over which points fade in and out as they move, affecting the trail length and smoothness of connections.
  • Glow: Adjusts the brightness or emissive quality of both the lines and stars.
  • Line Size: Controls the thickness of the lines connecting the plexus points.
  • Line Colour Style: Determines how the lines are coloured.
    • Single Colour: All lines use Line Colour One.
    • Double Colours: Lines alternate or blend between Line Colour One and Line Colour Two.
    • Rainbow: Lines have a shifting rainbow hue.
  • Line Colour One, Line Colour Two: The colours used for the lines, depending on Line Colour Style.
  • Star Colour Style: Determines how the stars (points) are coloured.
    • Single Colour: All stars use Star Colour One.
    • Double Colours: Stars alternate or blend between Star Colour One and Star Colour Two.
    • Rainbow: Stars have a shifting rainbow hue.
  • Star Colour One, Star Colour Two: The colours used for the stars, depending on Star Colour Style.
  • Kaleidoscope Segments: If greater than 0, applies a kaleidoscope effect to the plexus, mirroring it into the specified number of segments.
  • Kaleidoscope Angle: (Active if Kaleidoscope Segments > 0) Rotates the kaleidoscope pattern.
  • Radial: If greater than 0, concentrates the plexus effect towards the edges of the screen.
  • Seed: A random seed value that alters the initial placement and movement patterns of the plexus points.

Shanshuo​

This effect overlays animated, sparkling particles or textures onto the screen. The appearance and behaviour of these elements can be controlled by screen luminance, random values, or detected edges.

  • Style: Determines the type of element to display.
    • Sparkles: Displays small, sparkling particles.
    • Static Image: Uses a static image from the Shanshuo Texture for each element.
    • Animated Image: Uses an animated spritesheet from the Shanshuo Texture for each element.
  • Layers: Controls the number of layers for the effect, allowing for more density and variation.
    • One: A single layer of elements.
    • Three: Three overlapping layers of elements.
  • Seed Style: Determines what drives the placement and appearance of the Shanshuo elements.
    • Luminance: Element intensity/visibility is based on screen brightness.
    • Random: Elements appear and behave randomly, influenced by Seed.
    • Edges: Elements are concentrated along detected edges in the screen content.
  • Colour: The base tint colour for the Shanshuo elements.
  • Glow: Adjusts the brightness or emissive quality of the elements.
  • Rainbow: If enabled (greater than 0), the elements will be tinted with a shifting rainbow spectrum. The value can influence the intensity or speed of the rainbow.
  • Scale: Controls the overall density of the Shanshuo elements. Higher values mean more elements.
  • Size: Adjusts the base size of the individual elements.
  • Controls X, Controls Y: General-purpose modifiers whose exact effect can vary depending on the Seed Style and Style. Often influences spread or aspect ratio.
  • Angle: Rotates the Shanshuo elements.
  • Amount: A threshold or intensity control, often interacting with Seed Style to determine how many elements are visible or how strongly they appear.
  • Threshold: (Primarily for Luminance or Edges Seed Style) Sets the cutoff point for element visibility.
  • Speed: Controls the animation speed of the elements (e.g., sparkle animation, spritesheet animation if Style is Animated Image).
  • Seed: (Active if Seed Style is Random) A random seed value to alter the pattern.
  • Shanshuo Texture: (Active if Style is Static Image or Animated Image) The texture or spritesheet to use for the elements.
  • Rows: (Active if Style is Animated Image) The number of rows in the Shanshuo Texture spritesheet.
  • Columns: (Active if Style is Animated Image) The number of columns in the Shanshuo Texture spritesheet.
  • Frames: (Active if Style is Animated Image) The total number of frames in the Shanshuo Texture spritesheet.

Star Trail​

This effect generates a circular trail of light across the screen, similar to a long exposure image of the night sky.

  • Opacity: Controls the overall visibility of the star trails.
  • Scale: Adjusts the density or number of star trails visible.
  • Thickness: Controls the width of the individual trails.
  • Waves: Introduces a wave-like undulation or curve to the path of the trails.
  • Speed: Affects the animation speed at which the trails move or evolve.
  • Radial: If greater than 0, this value influences the trails to emanate more from the center of the screen or be concentrated towards the edges, creating a radial burst or implode effect.
  • Rainbow: If enabled (greater than 0), the star trails will be coloured with a shifting rainbow spectrum. The value can influence the intensity or speed.
  • Threshold: Acts as a cutoff for trail visibility. Trails might only appear if their calculated intensity (based on internal noise or other factors) exceeds this value.
  • Colour: The base tint colour applied to the star trails.

Spotlights​

This effect simulates three spotlights on the screen, creating cone-shaped areas of focused light with configurable colours and intensity.

  • Opacity: Controls the overall visibility of the spotlight effect.
  • Size Low, Size High: Defines the minimum and maximum radius for the spotlights, allowing for variation in their coverage area.
  • Glow One, Glow Two, Glow Three: Adjusts the intensity or "glow" of each of the three potential spotlight colours.
  • Colour One, Colour Two, Colour Three: Defines the colours for the three spotlights. The alpha channel of each colour also contributes to its individual spotlight's opacity.

Visualizer​

This effect generates various geometric patterns that can react to external inputs, typically used for audio visualization. It offers several distinct styles, each with its own set of controls. The Power One through Power Ten sliders are generally intended to be driven by audio analysis (e.g., different frequency bands, whether by AudioLink or June's script to animate properties), but can also be animated manually. Because of how different the styles are, I split them up into their own sections below~ but there are also a few common properties among them.

  • Colour: The base colour for the visualizer elements.
  • Rainbow: If enabled (greater than 0), applies a rainbow tint to the visualizer. The value can influence the intensity or speed of the rainbow.
  • Rainbow Controls: (Active if Rainbow > 0) A set of four values (X, Y, Z, W) that modify the rainbow's speed (X), Y-axis influence (Y), X-axis influence (Z), and spread/saturation (W).

Style: Lines​

This style creates a series of vertical lines, typically along the bottom or top of the screen, whose heights are controlled by the Power sliders.

  • Size One: Controls the horizontal scale or density of the lines.
  • Size Two: Adjusts the separation or spacing between individual lines.
  • Size Three: (Not used in this style)
  • Size Four: Controls the vertical scale of the lines.
  • Position One: Sets the maximum height the lines can reach.
  • Position Two: Determines the vertical placement of the visualizer.
    • Bottom: Lines emanate from the bottom edge.
    • Middle: Lines emanate from the vertical center.
    • Top: Lines emanate from the top edge.
    • Left: Lines emanate from the left edge (oriented horizontally).
    • Right: Lines emanate from the right edge (oriented horizontally).
    • Top And Bottom: Lines emanate from both top and bottom edges, meeting towards the center.
    • Left And Right: Lines emanate from both left and right edges, meeting towards the center.
  • Power One - Power Ten: Control the height of up to ten individual segments or groups of lines within the visualizer.

Style: Dual Vertical​

This style creates two symmetrical sets of vertical bars, one on each side of the screen's vertical centerline, reacting to the Power inputs.

  • Size One: Controls the width of the bars further from the center.
  • Size Two: Controls the width of the bars closer to the center.
  • Size Three: Adjusts the horizontal position or spread of the bar sets from the screen's center.
  • Position One: Sets the vertical position of the baseline from which the bars extend.
  • Power One: Controls the height or extension of the bars.

Style: Dual Horizontal​

Similar to Dual Vertical, but creates two symmetrical sets of horizontal bars, one on each side of the screen's horizontal centerline.

  • Size One: Controls the height of the bars further from the center.
  • Size Two: Controls the height of the bars closer to the center.
  • Size Three: Adjusts the vertical position or spread of the bar sets from the screen's center.
  • Position One: Sets the horizontal position of the baseline from which the bars extend.
  • Power One: Controls the length or extension of the bars.

Style: Circle​

This style generates a circular visualizer where segments around the circle react to the Power inputs by extending outwards.

  • Size One: Controls the outer radius or maximum extent of the circle segments.
  • Size Two: Controls the inner radius or starting point of the circle segments.
  • Size Three: Adjusts the number of segments or "steps" around the circle.
  • Size Four: Controls the overall scale of the circular visualizer.
  • Position One: Sets the horizontal (X) position of the circle's center.
  • Position Two: Sets the vertical (Y) position of the circle's center.
  • Power One - Power Ten: Control the outward extension or "pop" of different segments around the circle.

Style: Electric Horizontal​

This style creates two horizontal, electricity-like lines that distorts and reacts based on the Power inputs.

  • Size One: Controls the overall width or length of the electric lines.
  • Size Two: Adjusts the fading or tapering at the edges of the lines.
  • Position One: Sets the vertical position of the electric lines.
  • Power One: Influences the intensity or magnitude of the distortion applied to the lines.
  • Power Two: Controls the speed or frequency of the distortion animation.

Style: Electric Vertical​

Similar to Electric Horizontal, but creates two vertical, electricity-like lines.

  • Size One: Controls the overall height or length of the electric lines.
  • Size Two: Adjusts the fading or tapering at the ends of the lines.
  • Position One: Sets the horizontal position of the electric lines.
  • Power One: Influences the intensity or magnitude of the distortion applied to the lines.
  • Power Two: Controls the speed or frequency of the distortion animation.

Warp Drive​

This effect simulates a "warp drive" or hyperspace jump, with streaks of light or colour coming from the centre of the screen and stretching outwards.

  • Style: Determines the number of layers or density of the warp streaks.
    • Five, Ten, Fifteen: Increases the number of streak layers, creating a denser effect.
  • Seed: A random seed value that alters the initial pattern and appearance of the warp streaks.
  • Chromatic: If greater than 0, this introduces a chromatic aberration effect to the streaks, separating their colour channels slightly for a more sci-fi look.
  • Speed: Controls the apparent speed at which the warp streaks move outwards.
  • Length: Adjusts the length of the individual streaks. Longer streaks create a more pronounced sense of speed.
  • Scroll: Adds a scrolling or cycling animation to the texture of the streaks themselves, independent of their outward motion.
  • Opacity: Controls the overall visibility of the warp drive effect.
  • Colour Style: Determines how the warp streaks are coloured.
    • Chromatic Star: Streaks use a base colour influenced by chromatic aberration.
    • Coloured: Streaks use the Colour property.
    • Rainbow: Streaks are tinted with a shifting rainbow spectrum.
  • Colour: (Active if Colour Style is Coloured) The base colour for the warp streaks.