Drop spawn rate: how many new falling streams are born per second in
each column. Higher values spawn drops frequently (a busy, dense
downpour — drops overlap into near-continuous streams); lower values
leave long gaps between drops (sparse, intermittent rain).
Overall gain on the rain brightness.
OptionalcharCharacter box aspect ratio (width / height). Omit to auto-measure it
from the font (advance over em height).
Trail colour — the classic phosphor green. Pass an array of two or
more MatrixColor stops for a gradient along each drop's trail
(first at the head, last at the tail end), interpolated in OKLCH. Pair
with tailFade: 0 to fade purely via the gradient.
Contrast of the source luminance, pivoting around mid-grey (0.5).
1 leaves the input unchanged; < 1 flattens it toward grey; > 1
deepens the split between dark and bright regions, so the picture
reads more sharply through the rain.
CSS font family used to render the glyph atlas.
CSS font weight for the glyph atlas ("normal", "bold", 100–900).
OptionalglyphsGlyph pool rained down the columns, picked at random per cell.
Defaults to MATRIX_GLYPHS. Baked into the atlas at init();
change it (or font / fontWeight) then call
MatrixEffect.updateAtlas (or re-add the effect) to rebuild.
Glyph reshuffle rate in changes per second (0 = static glyphs).
Cell size in CSS px. A single number is a square cell; a
[width, height] tuple sets the axes independently. Glyphs keep
their native aspect (contain-fitted), so a non-square cell
letterboxes rather than stretching.
Leading-glyph colour at the head of each stream (usually near-white).
Flip the source luminance (rain shows through dark areas instead).
Random seed for the rain pattern (per-column speed/phase and the glyph
sequence). Any number; the same seed always reproduces the same
pattern, so pin it (with VFX.setTime) for deterministic
snapshots / visual regression tests. 0 is the default look.
Base fall speed in cells per second. Per-column randomised ±50%.
Trail length in cells (how far the trail extends behind the head).
How much the trail dims toward its tail, in [0, 1]. 1 is the
classic bright-head / dim-tail falloff; 0 keeps the whole trail at
full brightness so you control the fade yourself via the colour
gradient (e.g. a color stop fading to transparent or black).
Cell backdrop behind the rain, non-premultiplied.