Effect

ASCII Plasma

An animated plasma field rendered as a grid of crisp procedural ASCII glyphs (. : - = + * # @) with phosphor glow, CRT scanlines and idle-terminal flicker.

Parameters

colors

Brightness ramp for the glyphs, dark-to-light (1-4 stops): first color paints the dim outer dots, last color paints the white-hot @ cores; tight monochrome ramps look like phosphor terminals, two contrasting hues create a sunset/duotone plasma.

bg

Backdrop color behind the character grid; keep it a near-black tint of the glyph hue for phosphor depth — lighter values flatten the glow and kill the terminal mood.

bg-alpha

Backdrop opacity: 1 = solid self-contained terminal panel, 0 = glyphs and glow float transparently over the host section; mid values tint the host without hiding it.

speed

Animation tempo: lower = slow, expensive lava-lamp drift; higher = energetic boiling plasma with rapidly mutating characters (above ~1 it reads as glitchy and urgent).

cell-size

Character cell height in CSS pixels: smaller = fine newspaper-halftone texture viewed from afar, larger = chunky readable letters where each glyph becomes a design element; below ~12 individual characters stop being legible.

levels

Depth of the glyph ramp: high = smooth tonal gradation through the full . : - = + * # @ sequence, low = bold posterized contour bands with only 3-4 distinct characters.

scale

Plasma zoom: lower = one huge slow organism filling the frame, higher = many smaller interference lobes and busier topology; keep low for heroes, raise slightly for small cards.

glow

Phosphor bloom strength: higher = bright cells bleed soft CRT light into their surroundings like an old monitor, lower = dry, flat ink-on-paper characters with zero halo.

flicker

Liveliness of the terminal: higher = cells shimmer between adjacent glyphs, faint dots blink in the dark void and a refresh band sweeps the screen; 0 = perfectly stable, almost printed.

contrast

Tonal punch of the field: higher = deep empty blacks against blazing dense cores (dramatic, high-stakes), lower = gentle even mid-tone texture across the whole surface (calmer, wallpaper-like).

scanlines

CRT scanline darkening: higher = pronounced retro monitor stripes over everything, 0 = clean modern flat render; keep subtle (0.2-0.4) unless deliberately chasing a vintage-hardware look.