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# RGB Matrix Lighting :id=rgb-matrix-lighting

This feature allows you to use RGB LED matrices driven by external drivers. It hooks into the RGBLIGHT system so you can use the same keycodes as RGBLIGHT to control it.

If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.

## Driver configuration :id=driver-configuration
---
### IS31FL3731 :id=is31fl3731

There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:

```make
RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = IS31FL3731
```

You can use between 1 and 4 IS31FL3731 IC's. Do not specify `DRIVER_ADDR_<N>` defines for IC's that are not present on your keyboard. You can define the following items in `config.h`:

| Variable | Description | Default |
|----------|-------------|---------|
| `ISSI_TIMEOUT` | (Optional) How long to wait for i2c messages, in milliseconds | 100 |
| `ISSI_PERSISTENCE` | (Optional) Retry failed messages this many times | 0 |
| `ISSI_3731_DEGHOST` | (Optional) Set this define to enable de-ghosting by halving Vcc during blanking time | |
| `DRIVER_COUNT` | (Required) How many RGB driver IC's are present | |
| `DRIVER_LED_TOTAL` | (Required) How many RGB lights are present across all drivers | |
| `DRIVER_ADDR_1` | (Required) Address for the first RGB driver | |
| `DRIVER_ADDR_2` | (Optional) Address for the second RGB driver | |
| `DRIVER_ADDR_3` | (Optional) Address for the third RGB driver | |
| `DRIVER_ADDR_4` | (Optional) Address for the fourth RGB driver | |

Here is an example using 2 drivers.

```c
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0b1110100 AD <-> GND
// 0b1110111 AD <-> VCC
// 0b1110101 AD <-> SCL
// 0b1110110 AD <-> SDA
#define DRIVER_ADDR_1 0b1110100
#define DRIVER_ADDR_2 0b1110110

#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 25
#define DRIVER_2_LED_TOTAL 24
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
```

!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.

For split keyboards using `RGB_MATRIX_SPLIT` with an LED driver, you can either have the same driver address or different driver addresses. If using different addresses, use `DRIVER_ADDR_1` for one and `DRIVER_ADDR_2` for the other one. Then, in `g_is31_leds`, fill out the correct driver index (0 or 1). If using one address, use `DRIVER_ADDR_1` for both, and use index 0 for `g_is31_leds`.

Define these arrays listing all the LEDs in your `<keyboard>.c`:

```c
const is31_led PROGMEM g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
 *   driver
 *   |  R location
 *   |  |      G location
 *   |  |      |      B location
 *   |  |      |      | */
    {0, C1_3,  C2_3,  C3_3},
    ....
}
```

Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](https://www.issi.com/WW/pdf/31FL3731.pdf) and the header file `drivers/led/issi/is31fl3731.h`. The `driver` is the index of the driver you defined in your `config.h` (`0`, `1`, `2`, or `3`).

---
### IS31FL3733 :id=is31fl3733

There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:

```make
RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = IS31FL3733
```

You can use between 1 and 4 IS31FL3733 IC's. Do not specify `DRIVER_ADDR_<N>` defines for IC's that are not present on your keyboard. You can define the following items in `config.h`:

| Variable | Description | Default |
|----------|-------------|---------|
| `ISSI_TIMEOUT` | (Optional) How long to wait for i2c messages, in milliseconds | 100 |
| `ISSI_PERSISTENCE` | (Optional) Retry failed messages this many times | 0 |
| `ISSI_PWM_FREQUENCY` | (Optional) PWM Frequency Setting - IS31FL3733B only | 0 |
| `ISSI_SWPULLUP` | (Optional) Set the value of the SWx lines on-chip de-ghosting resistors | PUR_0R (Disabled) |
| `ISSI_CSPULLUP` | (Optional) Set the value of the CSx lines on-chip de-ghosting resistors | PUR_0R (Disabled) |
| `DRIVER_COUNT` | (Required) How many RGB driver IC's are present | |
| `DRIVER_LED_TOTAL` | (Required) How many RGB lights are present across all drivers | |
| `DRIVER_ADDR_1` | (Required) Address for the first RGB driver | |
| `DRIVER_ADDR_2` | (Optional) Address for the second RGB driver | |
| `DRIVER_ADDR_3` | (Optional) Address for the third RGB driver | |
| `DRIVER_ADDR_4` | (Optional) Address for the fourth RGB driver | |
| `DRIVER_SYNC_1` | (Optional) Sync configuration for the first RGB driver | 0 |
| `DRIVER_SYNC_2` | (Optional) Sync configuration for the second RGB driver | 0 |
| `DRIVER_SYNC_3` | (Optional) Sync configuration for the third RGB driver | 0 |
| `DRIVER_SYNC_4` | (Optional) Sync configuration for the fourth RGB driver | 0 |

The IS31FL3733 IC's have on-chip resistors that can be enabled to allow for de-ghosting of the RGB matrix. By default these resistors are not enabled (`ISSI_SWPULLUP`/`ISSI_CSPULLUP` are given the value of`PUR_0R`), the values that can be set to enable de-ghosting are as follows:

| `ISSI_SWPULLUP/ISSI_CSPULLUP` | Description |
|----------------------|-------------|
| `PUR_0R` | (default) Do not use the on-chip resistors/enable de-ghosting |
| `PUR_05KR` | The 0.5k Ohm resistor used during blanking period (t_NOL) |
| `PUR_3KR` | The 3k Ohm resistor used at all times |
| `PUR_4KR` | The 4k Ohm resistor used at all times |
| `PUR_8KR` | The 8k Ohm resistor used at all times |
| `PUR_16KR` | The 16k Ohm resistor used at all times |
| `PUR_32KR` | The 32k Ohm resistor used during blanking period (t_NOL) |

Here is an example using 2 drivers.

```c
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 00 <-> GND
// 01 <-> SCL
// 10 <-> SDA
// 11 <-> VCC
// ADDR1 represents A1:A0 of the 7-bit address.
// ADDR2 represents A3:A2 of the 7-bit address.
// The result is: 0b101(ADDR2)(ADDR1)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010011

#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 58
#define DRIVER_2_LED_TOTAL 10
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
```

!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.

Currently only 4 drivers are supported, but it would be trivial to support all 8 combinations.

Define these arrays listing all the LEDs in your `<keyboard>.c`:

```c
const is31_led PROGMEM g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
 *   driver
 *   |  R location
 *   |  |       G location
 *   |  |       |       B location
 *   |  |       |       | */
    {0, B_1,    A_1,    C_1},
    ....
}
```

Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](https://www.issi.com/WW/pdf/31FL3733.pdf) and the header file `drivers/led/issi/is31fl3733.h`. The `driver` is the index of the driver you defined in your `config.h` (`0`, `1`, `2`, or `3` for now).

---
### IS31FL3737 :id=is31fl3737

There is basic support for addressable RGB matrix lighting with the I2C IS31FL3737 RGB controller. To enable it, add this to your `rules.mk`:

```make
RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = IS31FL3737
```
You can use between 1 and 2 IS31FL3737 IC's. Do not specify `DRIVER_ADDR_2` define for second IC if not present on your keyboard.

Configure the hardware via your `config.h`:

| Variable | Description | Default |
|----------|-------------|---------|
| `ISSI_TIMEOUT` | (Optional) How long to wait for i2c messages, in milliseconds | 100 |
| `ISSI_PERSISTENCE` | (Optional) Retry failed messages this many times | 0 |
| `ISSI_SWPULLUP` | (Optional) Set the value of the SWx lines on-chip de-ghosting resistors | PUR_0R (Disabled) |
| `ISSI_CSPULLUP` | (Optional) Set the value of the CSx lines on-chip de-ghosting resistors | PUR_0R (Disabled) |
| `DRIVER_COUNT` | (Required) How many RGB driver IC's are present | |
| `DRIVER_LED_TOTAL` | (Required) How many RGB lights are present across all drivers | |
| `DRIVER_ADDR_1` | (Required) Address for the first RGB driver | |
| `DRIVER_ADDR_2` | (Optional) Address for the second RGB driver | |

The IS31FL3737 IC's have on-chip resistors that can be enabled to allow for de-ghosting of the RGB matrix. By default these resistors are not enabled (`ISSI_SWPULLUP`/`ISSI_CSPULLUP` are given the value of`PUR_0R`), the values that can be set to enable de-ghosting are as follows:

| `ISSI_SWPULLUP/ISSI_CSPULLUP` | Description |
|----------------------|-------------|
| `PUR_0R` | (default) Do not use the on-chip resistors/enable de-ghosting |
| `PUR_05KR` | The 0.5k Ohm resistor used during blanking period (t_NOL) |
| `PUR_1KR` | The 1k Ohm resistor used during blanking period (t_NOL) |
| `PUR_2KR` | The 2k Ohm resistor used during blanking period (t_NOL) |
| `PUR_4KR` | The 4k Ohm resistor used during blanking period (t_NOL) |
| `PUR_8KR` | The 8k Ohm resistor during blanking period (t_NOL) |
| `PUR_16KR` | The 16k Ohm resistor during blanking period (t_NOL) |
| `PUR_32KR` | The 32k Ohm resistor used during blanking period (t_NOL) |

Here is an example using 2 drivers.

```c
// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0000 <-> GND
// 0101 <-> SCL
// 1010 <-> SDA
// 1111 <-> VCC
// ADDR represents A3:A0 of the 7-bit address.
// The result is: 0b101(ADDR)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010001

#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 30
#define DRIVER_2_LED_TOTAL 36
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
```
!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.

Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.

Define these arrays listing all the LEDs in your `<keyboard>.c`:

```c
const is31_led PROGMEM g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
 *   driver
 *   |  R location
 *   |  |       G location
 *   |  |       |       B location
 *   |  |       |       | */
    {0, B_1,    A_1,    C_1},
    ....
}
```

Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](https://www.issi.com/WW/pdf/31FL3737.pdf) and the header file `drivers/led/issi/is31fl3737.h`. The `driver` is the index of the driver you defined in your `config.h` (Only `0`, `1` for now).

---

### WS2812 :id=ws2812

There is basic support for addressable RGB matrix lighting with a WS2811/WS2812{a,b,c} addressable LED strand. To enable it, add this to your `rules.mk`:

```make
RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = WS2812
```

Configure the hardware via your `config.h`:

```c
// The pin connected to the data pin of the LEDs
#define RGB_DI_PIN D7
// The number of LEDs connected
#define DRIVER_LED_TOTAL 70
```

---

### APA102 :id=apa102

There is basic support for APA102 based addressable LED strands. To enable it, add this to your `rules.mk`:

```make
RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = APA102
```

Configure the hardware via your `config.h`:

```c
// The pin connected to the data pin of the LEDs
#define RGB_DI_PIN D7
// The pin connected to the clock pin of the LEDs
#define RGB_CI_PIN D6
// The number of LEDs connected
#define DRIVER_LED_TOTAL 70
```

---
### AW20216 :id=aw20216
There is basic support for addressable RGB matrix lighting with the SPI AW20216 RGB controller. To enable it, add this to your `rules.mk`:

```make
RGB_MATRIX_ENABLE = yes
RGB_MATRIX_DRIVER = AW20216
```

You can use up to 2 AW20216 IC's. Do not specify `DRIVER_<N>_xxx` defines for IC's that are not present on your keyboard. You can define the following items in `config.h`:

| Variable | Description | Default |
|----------|-------------|---------|
| `DRIVER_1_CS` | (Required) MCU pin connected to first RGB driver chip select line  | B13 |
| `DRIVER_2_CS` | (Optional) MCU pin connected to second RGB driver chip select line  | |
| `DRIVER_1_EN` | (Required) MCU pin connected to first RGB driver hardware enable line  | C13 |
| `DRIVER_2_EN` | (Optional) MCU pin connected to second RGB driver hardware enable line  | |
| `DRIVER_1_LED_TOTAL` | (Required) How many RGB lights are connected to first RGB driver  | |
| `DRIVER_2_LED_TOTAL` | (Optional) How many RGB lights are connected to second RGB driver  | |
| `DRIVER_COUNT` | (Required) How many RGB driver IC's are present | |
| `DRIVER_LED_TOTAL` | (Required) How many RGB lights are present across all drivers | |
| `AW_SCALING_MAX` | (Optional) LED current scaling value (0-255, higher values mean LED is brighter at full PWM) | 150 |
| `AW_GLOBAL_CURRENT_MAX` | (Optional) Driver global current limit (0-255, higher values means the driver may consume more power) | 150 |
| `AW_SPI_DIVISOR` | (Optional) Clock divisor for SPI communication (powers of 2, smaller numbers means faster communication, should not be less than 4) | 4 |

Here is an example using 2 drivers.

```c
#define DRIVER_1_CS B13
#define DRIVER_2_CS B14
// Hardware enable lines may be connected to the same pin
#define DRIVER_1_EN C13
#define DRIVER_2_EN C13

#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 66
#define DRIVER_2_LED_TOTAL 32
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
```

!> Note the parentheses, this is so when `DRIVER_LED_TOTAL` is used in code and expanded, the values are added together before any additional math is applied to them. As an example, `rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)` will give very different results than `rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL`.

Define these arrays listing all the LEDs in your `<keyboard>.c`:

```c
const aw_led PROGMEM g_aw_leds[DRIVER_LED_TOTAL] = {
/* Each AW20216 channel is controlled by a register at some offset between 0x00
 * and 0xD7 inclusive.
 * See drivers/awinic/aw20216.h for the mapping between register offsets and
 * driver pin locations.
 *    driver
 *    |  R location
 *    |  |        G location
 *    |  |        |        B location
 *    |  |        |        | */
    { 0, CS1_SW1, CS2_SW1, CS3_SW1 },
    { 0, CS4_SW1, CS5_SW1, CS6_SW1 },
    { 0, CS7_SW1, CS8_SW1, CS9_SW1 },
    { 0, CS10_SW1, CS11_SW1, CS12_SW1 },
    { 0, CS13_SW1, CS14_SW1, CS15_SW1 },
    ...
    { 1, CS1_SW1, CS2_SW1, CS3_SW1 },
    { 1, CS13_SW1, CS14_SW1, CS15_SW1 },
    { 1, CS16_SW1, CS17_SW1, CS18_SW1 },
    { 1, CS4_SW2, CS5_SW2, CS6_SW2 },
    ...
};
```

---

## Common Configuration :id=common-configuration

From this point forward the configuration is the same for all the drivers. The `led_config_t` struct provides a key electrical matrix to led index lookup table, what the physical position of each LED is on the board, and what type of key or usage the LED if the LED represents. Here is a brief example:

```c
led_config_t g_led_config = { {
  // Key Matrix to LED Index
  {   5, NO_LED, NO_LED,   0 },
  { NO_LED, NO_LED, NO_LED, NO_LED },
  {   4, NO_LED, NO_LED,   1 },
  {   3, NO_LED, NO_LED,   2 }
}, {
  // LED Index to Physical Position
  { 188,  16 }, { 187,  48 }, { 149,  64 }, { 112,  64 }, {  37,  48 }, {  38,  16 }
}, {
  // LED Index to Flag
  1, 4, 4, 4, 4, 1
} };
```

The first part, `// Key Matrix to LED Index`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `// LED Index to Physical Position` represents the LED's physical `{ x, y }` position on the keyboard. The default expected range of values for `{ x, y }` is the inclusive range `{ 0..224, 0..64 }`. This default expected range is due to effects that calculate the center of the keyboard for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents `{ x, y }` coordinate `{ 0, 0 }` and the bottom right of your keyboard represents `{ 224, 64 }`. Using this as a basis, you can use the following formula to calculate the physical position:

```c
x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
y =  64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
```

Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.

As mentioned earlier, the center of the keyboard by default is expected to be `{ 112, 32 }`, but this can be changed if you want to more accurately calculate the LED's physical `{ x, y }` positions. Keyboard designers can implement `#define RGB_MATRIX_CENTER { 112, 32 }` in their config.h file with the new center point of the keyboard, or where they want it to be allowing more possibilities for the `{ x, y }` values. Do note that the maximum value for x or y is 255, and the recommended maximum is 224 as this gives animations runoff room before they reset.

`// LED Index to Flag` is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.

## Flags :id=flags

|Define                      |Value |Description                                      |
|----------------------------|------|-------------------------------------------------|
|`HAS_FLAGS(bits, flags)`    |*n/a* |Evaluates to `true` if `bits` has all `flags` set|
|`HAS_ANY_FLAGS(bits, flags)`|*n/a* |Evaluates to `true` if `bits` has any `flags` set|
|`LED_FLAG_NONE`             |`0x00`|If this LED has no flags                         |
|`LED_FLAG_ALL`              |`0xFF`|If this LED has all flags                        |
|`LED_FLAG_MODIFIER`         |`0x01`|If the LED is on a modifier key                  |
|`LED_FLAG_UNDERGLOW`        |`0x02`|If the LED is for underglow                      |
|`LED_FLAG_KEYLIGHT`         |`0x04`|If the LED is for key backlight                  |
|`LED_FLAG_INDICATOR`        |`0x08`|If the LED is for keyboard state indication      |

## Keycodes :id=keycodes

All RGB keycodes are currently shared with the RGBLIGHT system:

|Key                |Aliases   |Description                                                                           |
|-------------------|----------|--------------------------------------------------------------------------------------|
|`RGB_TOG`          |          |Toggle RGB lighting on or off                                                         |
|`RGB_MODE_FORWARD` |`RGB_MOD` |Cycle through modes, reverse direction when Shift is held                             |
|`RGB_MODE_REVERSE` |`RGB_RMOD`|Cycle through modes in reverse, forward direction when Shift is held                  |
|`RGB_HUI`          |          |Increase hue, decrease hue when Shift is held                                         |
|`RGB_HUD`          |          |Decrease hue, increase hue when Shift is held                                         |
|`RGB_SAI`          |          |Increase saturation, decrease saturation when Shift is held                           |
|`RGB_SAD`          |          |Decrease saturation, increase saturation when Shift is held                           |
|`RGB_VAI`          |          |Increase value (brightness), decrease value when Shift is held                        |
|`RGB_VAD`          |          |Decrease value (brightness), increase value when Shift is held                        |
|`RGB_SPI`          |          |Increase effect speed (does not support eeprom yet), decrease speed when Shift is held|
|`RGB_SPD`          |          |Decrease effect speed (does not support eeprom yet), increase speed when Shift is held|
|`RGB_MODE_PLAIN`   |`RGB_M_P `|Static (no animation) mode                                                            |
|`RGB_MODE_BREATHE` |`RGB_M_B` |Breathing animation mode                                                              |
|`RGB_MODE_RAINBOW` |`RGB_M_R` |Full gradient scrolling left to right (uses the `RGB_MATRIX_CYCLE_LEFT_RIGHT` mode)   |
|`RGB_MODE_SWIRL`   |`RGB_M_SW`|Full gradient spinning pinwheel around center of keyboard (uses `RGB_MATRIX_CYCLE_PINWHEEL` mode) |

* `RGB_MODE_*` keycodes will generally work, but not all of the modes are currently mapped to the correct effects for the RGB Matrix system.

`RGB_MODE_PLAIN`, `RGB_MODE_BREATHE`, `RGB_MODE_RAINBOW`, and `RGB_MATRIX_SWIRL` are the only ones that are mapped properly. The rest don't have a direct equivalent, and are not mapped.

!> By default, if you have both the [RGB Light](feature_rgblight.md) and the RGB Matrix feature enabled, these keycodes will work for both features, at the same time. You can disable the keycode functionality by defining the `*_DISABLE_KEYCODES` option for the specific feature.

## RGB Matrix Effects :id=rgb-matrix-effects

All effects have been configured to support current configuration values (Hue, Saturation, Value, & Speed) unless otherwise noted below. These are the effects that are currently available:

```c
enum rgb_matrix_effects {
    RGB_MATRIX_NONE = 0,
    RGB_MATRIX_SOLID_COLOR = 1,     // Static single hue, no speed support
    RGB_MATRIX_ALPHAS_MODS,         // Static dual hue, speed is hue for secondary hue
    RGB_MATRIX_GRADIENT_UP_DOWN,    // Static gradient top to bottom, speed controls how much gradient changes
    RGB_MATRIX_GRADIENT_LEFT_RIGHT,    // Static gradient left to right, speed controls how much gradient changes
    RGB_MATRIX_BREATHING,           // Single hue brightness cycling animation
    RGB_MATRIX_BAND_SAT,        // Single hue band fading saturation scrolling left to right
    RGB_MATRIX_BAND_VAL,        // Single hue band fading brightness scrolling left to right
    RGB_MATRIX_BAND_PINWHEEL_SAT,   // Single hue 3 blade spinning pinwheel fades saturation
    RGB_MATRIX_BAND_PINWHEEL_VAL,   // Single hue 3 blade spinning pinwheel fades brightness
    RGB_MATRIX_BAND_SPIRAL_SAT,     // Single hue spinning spiral fades saturation
    RGB_MATRIX_BAND_SPIRAL_VAL,     // Single hue spinning spiral fades brightness
    RGB_MATRIX_CYCLE_ALL,           // Full keyboard solid hue cycling through full gradient
    RGB_MATRIX_CYCLE_LEFT_RIGHT,    // Full gradient scrolling left to right
    RGB_MATRIX_CYCLE_UP_DOWN,       // Full gradient scrolling top to bottom
    RGB_MATRIX_CYCLE_OUT_IN,        // Full gradient scrolling out to in
    RGB_MATRIX_CYCLE_OUT_IN_DUAL,   // Full dual gradients scrolling out to in
    RGB_MATRIX_RAINBOW_MOVING_CHEVRON,  // Full gradent Chevron shapped scrolling left to right
    RGB_MATRIX_CYCLE_PINWHEEL,      // Full gradient spinning pinwheel around center of keyboard
    RGB_MATRIX_CYCLE_SPIRAL,        // Full gradient spinning spiral around center of keyboard
    RGB_MATRIX_DUAL_BEACON,         // Full gradient spinning around center of keyboard
    RGB_MATRIX_RAINBOW_BEACON,      // Full tighter gradient spinning around center of keyboard
    RGB_MATRIX_RAINBOW_PINWHEELS,   // Full dual gradients spinning two halfs of keyboard
    RGB_MATRIX_RAINDROPS,           // Randomly changes a single key's hue
    RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
    RGB_MATRIX_HUE_BREATHING,       // Hue shifts up a slight ammount at the same time, then shifts back
    RGB_MATRIX_HUE_PENDULUM,        // Hue shifts up a slight ammount in a wave to the right, then back to the left
    RGB_MATRIX_HUE_WAVE,            // Hue shifts up a slight ammount and then back down in a wave to the right
    RGB_MATRIX_PIXEL_FRACTAL,       // Single hue fractal filled keys pulsing horizontally out to edges
    RGB_MATRIX_PIXEL_RAIN,          // Randomly light keys with random hues
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
    RGB_MATRIX_TYPING_HEATMAP,      // How hot is your WPM!
    RGB_MATRIX_DIGITAL_RAIN,        // That famous computer simulation
#endif
#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
    RGB_MATRIX_SOLID_REACTIVE_SIMPLE,   // Pulses keys hit to hue & value then fades value out
    RGB_MATRIX_SOLID_REACTIVE,      // Static single hue, pulses keys hit to shifted hue then fades to current hue
    RGB_MATRIX_SOLID_REACTIVE_WIDE       // Hue & value pulse near a single key hit then fades value out
    RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE  // Hue & value pulse near multiple key hits then fades value out
    RGB_MATRIX_SOLID_REACTIVE_CROSS      // Hue & value pulse the same column and row of a single key hit then fades value out
    RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
    RGB_MATRIX_SOLID_REACTIVE_NEXUS      // Hue & value pulse away on the same column and row of a single key hit then fades value out
    RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
    RGB_MATRIX_SPLASH,              // Full gradient & value pulse away from a single key hit then fades value out
    RGB_MATRIX_MULTISPLASH,         // Full gradient & value pulse away from multiple key hits then fades value out
    RGB_MATRIX_SOLID_SPLASH,        // Hue & value pulse away from a single key hit then fades value out
    RGB_MATRIX_SOLID_MULTISPLASH,   // Hue & value pulse away from multiple key hits then fades value out
#endif
    RGB_MATRIX_EFFECT_MAX
};
```

You can enable a single effect by defining `ENABLE_[EFFECT_NAME]` in your `config.h`:


|Define                                                |Description                                   |
|------------------------------------------------------|----------------------------------------------|
|`#define ENABLE_RGB_MATRIX_ALPHAS_MODS`               |Enables `RGB_MATRIX_ALPHAS_MODS`              |
|`#define ENABLE_RGB_MATRIX_GRADIENT_UP_DOWN`          |Enables `RGB_MATRIX_GRADIENT_UP_DOWN`         |
|`#define ENABLE_RGB_MATRIX_GRADIENT_LEFT_RIGHT`       |Enables `RGB_MATRIX_GRADIENT_LEFT_RIGHT`      |
|`#define ENABLE_RGB_MATRIX_BREATHING`                 |Enables `RGB_MATRIX_BREATHING`                |
|`#define ENABLE_RGB_MATRIX_BAND_SAT`                  |Enables `RGB_MATRIX_BAND_SAT`                 |
|`#define ENABLE_RGB_MATRIX_BAND_VAL`                  |Enables `RGB_MATRIX_BAND_VAL`                 |
|`#define ENABLE_RGB_MATRIX_BAND_PINWHEEL_SAT`         |Enables `RGB_MATRIX_BAND_PINWHEEL_SAT`        |
|`#define ENABLE_RGB_MATRIX_BAND_PINWHEEL_VAL`         |Enables `RGB_MATRIX_BAND_PINWHEEL_VAL`        |
|`#define ENABLE_RGB_MATRIX_BAND_SPIRAL_SAT`           |Enables `RGB_MATRIX_BAND_SPIRAL_SAT`          |
|`#define ENABLE_RGB_MATRIX_BAND_SPIRAL_VAL`           |Enables `RGB_MATRIX_BAND_SPIRAL_VAL`          |
|`#define ENABLE_RGB_MATRIX_CYCLE_ALL`                 |Enables `RGB_MATRIX_CYCLE_ALL`                |
|`#define ENABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT`          |Enables `RGB_MATRIX_CYCLE_LEFT_RIGHT`         |
|`#define ENABLE_RGB_MATRIX_CYCLE_UP_DOWN`             |Enables `RGB_MATRIX_CYCLE_UP_DOWN`            |
|`#define ENABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`    |Enables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`   |
|`#define ENABLE_RGB_MATRIX_CYCLE_OUT_IN`              |Enables `RGB_MATRIX_CYCLE_OUT_IN`             |
|`#define ENABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL`         |Enables `RGB_MATRIX_CYCLE_OUT_IN_DUAL`        |
|`#define ENABLE_RGB_MATRIX_CYCLE_PINWHEEL`            |Enables `RGB_MATRIX_CYCLE_PINWHEEL`           |
|`#define ENABLE_RGB_MATRIX_CYCLE_SPIRAL`              |Enables `RGB_MATRIX_CYCLE_SPIRAL`             |
|`#define ENABLE_RGB_MATRIX_DUAL_BEACON`               |Enables `RGB_MATRIX_DUAL_BEACON`              |
|`#define ENABLE_RGB_MATRIX_RAINBOW_BEACON`            |Enables `RGB_MATRIX_RAINBOW_BEACON`           |
|`#define ENABLE_RGB_MATRIX_RAINBOW_PINWHEELS`         |Enables `RGB_MATRIX_RAINBOW_PINWHEELS`        |
|`#define ENABLE_RGB_MATRIX_RAINDROPS`                 |Enables `RGB_MATRIX_RAINDROPS`                |
|`#define ENABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS`       |Enables `RGB_MATRIX_JELLYBEAN_RAINDROPS`      |
|`#define ENABLE_RGB_MATRIX_HUE_BREATHING`             |Enables `RGB_MATRIX_HUE_BREATHING`            |
|`#define ENABLE_RGB_MATRIX_HUE_PENDULUM`              |Enables `RGB_MATRIX_HUE_PENDULUM`             |
|`#define ENABLE_RGB_MATRIX_HUE_WAVE`                  |Enables `RGB_MATRIX_HUE_WAVE `                |
|`#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL`             |Enables `RGB_MATRIX_PIXEL_FRACTAL`            |
|`#define ENABLE_RGB_MATRIX_PIXEL_RAIN`                |Enables `RGB_MATRIX_PIXEL_RAIN`               |

?> These modes don't require any additional defines.

|Framebuffer Defines                                   |Description                                   |
|------------------------------------------------------|----------------------------------------------|
|`#define ENABLE_RGB_MATRIX_TYPING_HEATMAP`            |Enables `RGB_MATRIX_TYPING_HEATMAP`           |
|`#define ENABLE_RGB_MATRIX_DIGITAL_RAIN`              |Enables `RGB_MATRIX_DIGITAL_RAIN`             |

?> These modes also require the `RGB_MATRIX_FRAMEBUFFER_EFFECTS` define to be available.

|Reactive Defines                                    |Description                                   |
|------------------------------------------------------|----------------------------------------------|
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE`     |Enables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE`    |
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE`            |Enables `RGB_MATRIX_SOLID_REACTIVE`           |
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE`       |Enables `RGB_MATRIX_SOLID_REACTIVE_WIDE`      |
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE`  |Enables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS`      |Enables `RGB_MATRIX_SOLID_REACTIVE_CROSS`     |
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Enables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS`      |Enables `RGB_MATRIX_SOLID_REACTIVE_NEXUS`     |
|`#define ENABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Enables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
|`#define ENABLE_RGB_MATRIX_SPLASH`                    |Enables `RGB_MATRIX_SPLASH`                   |
|`#define ENABLE_RGB_MATRIX_MULTISPLASH`               |Enables `RGB_MATRIX_MULTISPLASH`              |
|`#define ENABLE_RGB_MATRIX_SOLID_SPLASH`              |Enables `RGB_MATRIX_SOLID_SPLASH`             |
|`#define ENABLE_RGB_MATRIX_SOLID_MULTISPLASH`         |Enables `RGB_MATRIX_SOLID_MULTISPLASH`        |

?> These modes also require the `RGB_MATRIX_KEYPRESSES` or `RGB_MATRIX_KEYRELEASES` define to be available.


### RGB Matrix Effect Typing Heatmap :id=rgb-matrix-effect-typing-heatmap

This effect will color the RGB matrix according to a heatmap of recently pressed
keys. Whenever a key is pressed its "temperature" increases as well as that of
its neighboring keys. The temperature of each key is then decreased
automatically every 25 milliseconds by default.

In order to change the delay of temperature decrease define
`RGB_MATRIX_TYPING_HEATMAP_DECREASE_DELAY_MS`:

```c
#define RGB_MATRIX_TYPING_HEATMAP_DECREASE_DELAY_MS 50
```

## Custom RGB Matrix Effects :id=custom-rgb-matrix-effects

By setting `RGB_MATRIX_CUSTOM_USER` (and/or `RGB_MATRIX_CUSTOM_KB`) in `rules.mk`, new effects can be defined directly from userspace, without having to edit any QMK core files.

To declare new effects, create a new `rgb_matrix_user/kb.inc` that looks something like this:

`rgb_matrix_user.inc` should go in the root of the keymap directory.
`rgb_matrix_kb.inc` should go in the root of the keyboard directory.

To use custom effects in your code, simply prepend `RGB_MATRIX_CUSTOM_` to the effect name specified in `RGB_MATRIX_EFFECT()`. For example, an effect declared as `RGB_MATRIX_EFFECT(my_cool_effect)` would be referenced with:

```c
rgb_matrix_mode(RGB_MATRIX_CUSTOM_my_cool_effect);
```

```c
// !!! DO NOT ADD #pragma once !!! //

// Step 1.
// Declare custom effects using the RGB_MATRIX_EFFECT macro
// (note the lack of semicolon after the macro!)
RGB_MATRIX_EFFECT(my_cool_effect)
RGB_MATRIX_EFFECT(my_cool_effect2)

// Step 2.
// Define effects inside the `RGB_MATRIX_CUSTOM_EFFECT_IMPLS` ifdef block
#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS

// e.g: A simple effect, self-contained within a single method
static bool my_cool_effect(effect_params_t* params) {
  RGB_MATRIX_USE_LIMITS(led_min, led_max);
  for (uint8_t i = led_min; i < led_max; i++) {
    rgb_matrix_set_color(i, 0xff, 0xff, 0x00);
  }
  return rgb_matrix_check_finished_leds(led_max);
}

// e.g: A more complex effect, relying on external methods and state, with
// dedicated init and run methods
static uint8_t some_global_state;
static void my_cool_effect2_complex_init(effect_params_t* params) {
  some_global_state = 1;
}
static bool my_cool_effect2_complex_run(effect_params_t* params) {
  RGB_MATRIX_USE_LIMITS(led_min, led_max);
  for (uint