OpenRGB VS OpenRGBEffectsPlugin

Compare OpenRGB vs OpenRGBEffectsPlugin and see what are their differences.

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OpenRGB OpenRGBEffectsPlugin
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The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

OpenRGB

Posts with mentions or reviews of OpenRGB. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-06.
  • Running Gallium OS on a very old Dell Chromebook 11 with an "Activity Light" on the back cover that, in Chrome OS, can be turned red, yellow, or blue. Any idea how I might be able to turn it on from within Linux? Maybe some terminal commands?
    1 project | /r/linux4noobs | 5 Dec 2023
    Try https://gitlab.com/CalcProgrammer1/OpenRGB/
  • Multi-vendor RGB controller app OpenRGB v0.9 is out now
    1 project | /r/linux_gaming | 10 Jul 2023
    Release notes: https://gitlab.com/CalcProgrammer1/OpenRGB/-/releases/release_0.9
  • Until RedHat Stops Violating the GPL, Fedora Should Stop Being Recommended on Here
    7 projects | /r/linux_gaming | 6 Jul 2023
    kernel patched with cherry-picked zen patches (also used in TKG kernel on Arch https://github.com/Frogging-Family/linux-tkg/blob/master/linux-tkg-patches/6.1/0003-glitched-base.patch) kernel patched with OpenRGB (https://gitlab.com/CalcProgrammer1/OpenRGB/-/wikis/OpenRGB-Kernel-Patch) kernel patched to enable amdgpu for pre-polaris cards by default instead of radeon kernel patched with steam deck support kernel patched with microsoft surface support (https://github.com/linux-surface/linux-surface/tree/master/patches/6.1) kernel patched with asus-linux patches for better asus laptop compatibility. (https://gitlab.com/asus-linux) kernel patched with simpledrm fix/workaround for nvidia (see: https://gitlab.com/cki-project/kernel-ark/-/merge_requests/1788 ) kernel patched with ACS override IOMMU patch for better vfio iommu group control (https://aur.archlinux.org/cgit/aur.git/tree/add-acs-overrides.patch?h=linux-vfio) kernel patched with Lenovo Legion Linux support (https://github.com/johnfanv2/LenovoLegionLinux) kernel patched with customizable USB polling rate support (https://github.com/KarsMulder/Linux-Pollrate-Patch + https://github.com/GloriousEggroll/Linux-Pollrate-Patch) kernel configured with ashmem, binder, and android support for Waydroid QSG_RENDER_LOOP=”basic” set for nvidia cards — fixes nouveau Wayland freezes. The nvidia proprietary driver sets this anyway after installation. This fixes the issue of KDE Wayland often times freezing on first login before nvidia proprietary drivers are installed. latest mesa release version provided for AMD/Intel desktop/GL drivers, mesa-git vulkan drivers provided for latest vulkan fixes/updates, built and updated regularly (every few weeks to a month on average) glibc patched with clone3 disabled (fixes CEF compatibility in applications using outdated CEF such as Discord, Steam beta) glibc patched with broken commits reverted to allow EasyAntiCheat to work for Rogue Company dnf max parallel downloads increased to 6 gst-editing-services disabled — causes WINE to hang when creating new prefixes lspci symlink from /usr/sbin/lspci to /usr/bin/lspci for Dying Light: https://www.gamingonlinux.com/forum/topic/2766/post_id=17381 ‘nobara-controller-config’ package provided for easy installation of xone and xpadneo drivers and firmware. gnome variable refresh rate patches added for mutter: https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1154 gnome mutter check-alive-timeout increased from 5 seconds to 30 seconds. This is the amount of time gnome waits before trying to determine if an application is not responding. At 5 seconds it almost immediately triggers for league of legends (and some other applications) if those applications are still in the loading phase. We feel 30 seconds is a much more reasonable wait time. gnome mutter patched with x11 fractional scaling: https://salsa.debian.org/gnome-team/mutter/-/raw/ubuntu/master/debian/patches/ubuntu/x11-Add-support-for-fractional-scaling-using-Randr.patch gnome mutter wayland and x11 fractional scaling enabled by default: https://wiki.archlinux.org/title/HiDPI#Fractional_scaling gnome shell patched with https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2358 to allow gnome-extension-manager to auto-update without needing gnome-extension-app installed. (They both function the same but gnome-extension-manager allows management of extensions without a browser). gamescope version regularly updated goverlay version regularly updated mangohud version regularly updated vkbasalt version regularly updated vm.max_map_count = 16777216 set by default for Star Citizen xwayland patched with fix for locked fps on some systems: https://build.opensuse.org/package/view_file/home:hwsnemo:xwayland/xwayland/xwayland-vsync.diff?expand=1 supergfxctl and gnome extension + kde plasmoid enabled for laptops. Vendor agnostic and works with any combination of intel/amd/nvidia gpus.
  • [Gamers Nexus] We're Fixing this Anti-Consumer Nightmare | OpenPleb Sensors & RGB, ft. Wendell from Level1 Techs
    3 projects | /r/hardware | 9 Jun 2023
    I have a 30 series ASUS card, and Armory Crate didn't even detect my Strix 3080. Took me awhile to remove all of their bs software from my system (big thanks to Autoruns and BCUinstaller). Now I use OpenRGB to control everything.
  • MSI GeForce GTX 1080 Ti GAMING X TRIO
    1 project | /r/OpenRGB | 4 Jun 2023
    Have you created an issue here?
  • OpenRGB and Steelseries Apex 9
    2 projects | /r/OpenRGB | 3 Jun 2023
    OpenRGB doesn't see my Steelseries Apex 9 keyboard - is there any way to fix this? I saw adding Apex 9 recognition was requested here and a GitLab branch that adds the Apex 9 recognition was even linked but I don't know how to add this user-submitted update to OpenRGB. Any tips?
  • [TPU] CORSAIR Revolutionizes DIY PC Building with the New iCUE LINK Smart Component Ecosystem
    1 project | /r/hardware | 29 May 2023
    I'd much rather we had some convergence on a common standard so we could all just use something like OpenRGB, except knowing the monkey's paw that is modern tech we'd just end up in relevant XKCD territory.
  • what software can you to Sync RGB since RGB fusion is trash (can't detect Corsair ram)
    1 project | /r/computers | 15 May 2023
    OpenRGB is my current choice, open source is always a plus.
  • [Openrgb] Impossible d'ouvrir OpenRGB au démarrage
    1 project | /r/enfrancais | 5 May 2023
  • Is there still no version of GHub on Linux? Apparently they've been promising this for over 3 years.
    5 projects | /r/LogitechG | 3 May 2023
    Before upgrading myself to a Keychron Q3 i used OpenRGB to control RGB on Logitech trash hardware : https://i.imgur.com/mkzcQDU.png

OpenRGBEffectsPlugin

Posts with mentions or reviews of OpenRGBEffectsPlugin. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-21.
  • Prompts to get AI chatbots to make really cool shaders for OpenRGB.
    1 project | /r/OpenRGB | 9 Jun 2023
    Pormpt 1: I want you to act as a Shader developer. I will provide some details about the design of an shader, (which i may refer to as an RGB effect, RGB profile or or something similar. It will be your job to come up with creative ways to visualize my ideas. This could involve creating cool effects with unique designs. The shader will be vizualised on Internal computer RGB devices and RGB phepirals, such as RGB ram and RGB keyboards, the shaders should be optimized to work with that. The shader has to work in OpenRGB, i will provide some examples of shader code that works in openRGB as your knownledge on that already is very limited. Here are some code that works in OpenRGB: This is a shader that has beach like colors: // https://www.shadertoy.com/view/XtGSDz #define horizontal true float sigmoid(float x) { return 1.0 / (1.0 + pow(2.71828, -x)); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 coords = horizontal ? fragCoord.yx : fragCoord.xy; vec2 res = horizontal ? iResolution.yx : iResolution.xy; vec2 uv = coords.xy / res.xy; vec4 water = vec4(0.2, 0.3, 0.8, 1.0); vec4 sand = vec4(0.75, 0.6, 0.4, 1.0) * 1.2 + 1.0/14.0; sand = mix(sand, sand/4.0, 1.0 - sigmoid(uv.x*10.0 - 6.0)); water += sin(uv.x) * cos(uv.y) / 2.0; water += 1.0 / 10.0; water += sin(uv.x) * cos(uv.y); uv.x += sin(uv.y * 7.0) / 20.0 * sin(iTime); uv.x += sin(uv.y * 3.0) / 10.0 * cos(iTime); vec4 wet_sand = mix(sand, vec4(0.8, 0.9, 0.8, 1.0), 1.0 - sigmoid(uv.x*10.0 - 4.0)); fragColor = mix(water, wet_sand, pow(sigmoid(uv.x*10.0 - 3.0), 2.0)); } - This is a shader with a beam effect: #define beam_color vec4(1.,0.,1.,1.) #define dir -1. void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; float y = mod(dir * iTime, 1.5); float str = -pow((uv.y - y) * 110., 2.) + .8; uv.x -= clamp(str * .01, 0., 1.); float beam = pow(1. - pow(abs(uv.y - y), .3), 3.); fragColor = beam * beam_color; } - This shader has an effect with multiple Beams: #define PI 3.1415926535897932384626 float time = iTime; vec2 resolution = iResolution.xy; //f0:start zoom: float f0 = 0.5; //f1:vertical spread: float f1 = 0.05; //f2:horizontal spread: float f2 = 0.05; vec3 color = vec3(0.0, 0.3, 0.5); void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y) * f0; float f = 0.0; for(float i = 0.0; i < 100.0; i++) { float s = sin(time + i * PI / 4.0 ) * 0.8 +f1; float c = cos(time + i * PI / 5.0 ) * 0.8 +f2; f += 0.001 / (abs(p.x + c) * abs(p.y + s)); } fragColor = vec4(vec3(f * f * color), 1.0); } - This shader is named bubblegum and has like a flowing space in the middle that changes colors: // forked from https://www.shadertoy.com/view/4tl3Rn float roundLookingBlob(vec2 fragCoord, vec2 tPos, float r) { vec2 pos = fragCoord.xy/iResolution.yy - vec2(0.5); pos.x -= ((iResolution.x-iResolution.y)/iResolution.y)/2.0; return pow(max(1.0-length(pos-tPos), 0.0) , r); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float v = 0.0 + roundLookingBlob(fragCoord * 0.2,vec2(sin(iTime)* 2.0, cos(iTime)*0.004), 10.0) + roundLookingBlob(fragCoord,vec2(sin(iTime*0.6)*0.2, cos(iTime)*0.3), 7.0) + roundLookingBlob(fragCoord,vec2(cos(iTime*0.8)*0.3, sin(iTime*1.1)*0.04), 5.0) + roundLookingBlob(fragCoord,vec2(cos(iTime*0.2)*0.2, sin(iTime*0.9)*0.05), 8.0) + roundLookingBlob(fragCoord,vec2(cos(iTime*1.2)*0.2, 2.0 *sin(iTime*0.9)*0.05), 8.0) + roundLookingBlob(fragCoord,vec2(cos(iTime*0.3)*0.4, sin(iTime*1.1)*0.4), 5.0) + roundLookingBlob(fragCoord,vec2(sin(iTime*0.6)*0.9, cos(iTime)*0.3), 7.0) + roundLookingBlob(fragCoord,vec2(sin(iTime*0.6)*0.3, cos(iTime)*0.8), 7.0) + roundLookingBlob(fragCoord,vec2(cos(iTime*0.3)*0.9, sin(iTime*0.1)*0.4), 3.0) ; v = clamp((v-0.5)*1000.0, 0.0, 1.0); float r = -1.0 * 1.0 *sin(iTime) - 2.0* cos(1.0 * iTime) * fragCoord.x / iResolution.x * fragCoord.y / iResolution.y; float g = 0.0 - 0.5 * cos(2.0 * iTime) * fragCoord.y / iResolution.y; float b = 4.0 + sin(iTime) - g + 0.8; fragColor = vec4(r * v, v * g, v * b, 0.0); } - This shader is named bubbles and gives some goood funny rainbow bubbles: float GetCircle(vec2 uv, vec2 position, float radius) { float dist = distance(position, uv); dist = smoothstep(dist - 1.2, dist, radius); return dist * dist * dist; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = vec2(fragCoord.xy - 0.5 * iResolution.xy) / iResolution.y; float pixel = 0.; vec3 positions[8]; float Time = iTime / 2.; positions[0] = vec3(tan(Time * 1.4) * 1.3, cos(iTime * 2.3) * 0.4, 1.22); positions[1] = vec3(tan(Time * 3.0) * 1.0, cos(iTime * 1.3) * 0.6, 0.12); positions[2] = vec3(tan(Time * 2.1) * 1.5, cos(iTime * 1.9) * 0.8, 0.4); positions[3] = vec3(tan(Time * 1.1) * 1.1, cos(iTime * 2.6) * 0.7, 0.15); positions[4] = vec3(tan(Time * 1.8) * 1.1, cos(iTime * 2.1) * 0.5, 0.25); positions[5] = vec3(tan(Time * 1.1) * 1.2, cos(iTime * 1.3) * 0.2, 0.15); positions[6] = vec3(tan(Time * 1.7) * 1.4, cos(iTime * 2.4) * 0.3, 0.11); positions[7] = vec3(tan(Time * 2.8) * 1.5, cos(iTime * 1.1) * 0.4, 0.21); for (int i = 0; i < 8; i++) pixel += GetCircle(uv, positions[i].xy, positions[i].z); pixel = smoothstep(.8, 1., pixel) * smoothstep(1.5, .9, pixel); vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4)); fragColor = vec4(vec3(pixel) * col, 1.0); } - This shader is named cartoon-waves and is like a wave effect with red and blue colors: // https://www.shadertoy.com/view/ldjBRw float fast_tanh(float x){ float x2 = x * x; float a = x * (135135. + x2 * (17325. + x2 * (378. + x2))); float b = 135135. + x2 * (62370. + x2 * (3150. + x2 * 28.)); return a / b; } void mainImage(out vec4 O, in vec2 U) { O.xyz = iResolution; float y, i=-15., k=O.y, c; U /= k; while (i++ < 15.) c = exp(-.1*i*i), y = (.08 + .02 * sin(iTime*2.+i*2.)) * exp(-.01*i*i) * sin(iTime*2. + U.x / (.2-.1*c) + i*4. ) - i/2. + 1.5 - U.y, O += max(0., 1.-exp(-y*k*c) ) * ( fast_tanh(40.*y) * (0.5 + .4 * sin(iTime+i+vec4(0,1,1,0))) - O ); } - This shader is light blue and has a pink bubble that glows up in a breathing effect: #define speed 1.5 #define stop 1.0 #define color1 vec3(1.0,0.0,1.0) #define color2 vec3(0.0, 1.0, 1.0) void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = 2.0 * (fragCoord.xy / iResolution.xy) - 1.0; fragColor = mix(vec4(color1, 1.0), vec4(color2, 1.0), (uv.x * uv.x + uv.y * uv.y) * stop + sin(iTime * speed)); } - This shader is just a pink one where it gets blue in the sides some times and it happens fast: #define background vec4(0,0,1,1) #define animation_speed 10. #define spread 1.0 #define rotate false vec2 rotateUV(vec2 uv, float rotation, float mid) { return vec2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord.xy / iResolution.xy - 0.5) * 2.* sin(animation_speed * iTime); if(rotate) { uv = rotateUV(uv, iTime, 0.); } fragColor = background+vec4(pow(spread - uv.x, 3.), 0.,0.,1.); } - This shader just shifts between colors and black: // https://www.shadertoy.com/view/Mdf3W8 float bump(float x) { return abs(x) > 1.0 ? 1.0*x : x ; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord.xy / iResolution.xy); float timeScroll = iTime* 1.0; float sinusCurve = sin((uv.x*2.0+timeScroll)/0.5)*0.3; uv.y = (uv.y * 2.0 - 1.00) + sinusCurve; float line = abs(0.1 /uv.y); vec3 color = vec3(0.0); color.x = bump( sin(iTime)*(uv.x - 1.0)); color.y = bump( sin(iTime)*(uv.x - 0.0)); color.z = bump( sin(iTime)*(uv.x - 0.0)); fragColor = vec4(color, 0.0); } - This one is some pink, blue and orange like waves ( i wanna note that i dont think mouse interractions work in OpenRGB) : //--------------------------------------------------------- // Shader: ColoredWaves.glsl // original: http://glslsandbox.com/e#5398.8 // added some mouse interaction //--------------------------------------------------------- float f1 = 30.0;// scale float f2 = 15.0; // size float f3 = 1.5; // gaps float f4 = 0.5; // position float f5 = 0.25; //shape modifier y float f6 = 0.25; //shape modifier x float f7 = 2.0; // amount // color channels multipliers float r = 1.0; float g = 1.0; float b = 1.0; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float scale = iResolution.y / f1; float ring = f2 + floor(- 5.5* 2.0); float radius = iResolution.x; float gap = scale * f3; vec2 pos = fragCoord.xy - iResolution.xy * f4; float d = length(pos); // Create the wiggle d += (sin(pos.y * f5 / scale + iTime) * sin(pos.x * f6 / scale + iTime * 0.5)) * scale * f7; // Compute the distance to the closest ring float v = mod(d + radius / (ring * 2.0), radius / ring); v = abs(v - radius / (ring * 2.0) ); v = clamp(v - gap, 0.0, 1.0); d /= radius; vec3 m = fract((d - 1.0) * vec3(r * ring * -0.5,g * -ring,b * ring * 0.25) * 0.5); fragColor = vec4(m*v, 1.0); } - This one is a bunch of neon lines in a boxed shape and the point of view are inside the box: //forked from https://www.shadertoy.com/view/4tlGRX #define freq 16.0 #define fov 0.5 #define background vec3(0.,0.,0.) mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);} vec3 tex(in vec2 p) { return vec3(1.)*smoothstep(0.1, 1.05, max(sin((p.x)*freq),sin((p.x)*freq))); } vec3 cubeproj(in vec3 p) { vec3 x = tex(p.zy/p.x); vec3 y = tex(p.xz/p.y); vec3 z = tex(p.xy/p.z); x *= vec3(1,0,0)*abs(p.x) + p.x*vec3(0,1,0); y *= vec3(0,1,0)*abs(p.y) + p.y*vec3(0,0,1); z *= vec3(0,0,1)*abs(p.z) + p.z*vec3(1,0,0); p = abs(p); if (p.x > p.y && p.x > p.z) return x; else if (p.y > p.x && p.y > p.z) return y; else return z; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 p = fragCoord.xy / iResolution.xy; vec2 p2 = fragCoord.xy/iResolution.xy-0.5; p2.x*=iResolution.x/iResolution.y; p2*= fov; vec3 ro = vec3(0.); vec3 rd = normalize(vec3(p2,-0.5)); mat2 mx = mm2(iTime / 2.0); mat2 my = mm2(iTime / 2.0); ro.xz *= mx;rd.xz *= mx; ro.xy *= my;rd.xy *= my; vec3 col = cubeproj(rd)*1.1; col.x *= sin(iTime + p.x+ p.y); col.y *= sin(1.23*iTime + p.x + p.y); col.z *= sin(1.57*iTime + p.x+ p.y); fragColor = vec4(background + abs(col), 1.0 ); } - This one is an X-factor like effect with some crosses from all sides moving into the middle and all elements changes colors: #define PI 3.14159 #define TWO_PI (PI*2.0) #define FREQ 2.0 #define time -iTime // shape #define x00 1.0 #define x01 1.0 #define x10 1.0 #define x11 1.0 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord.xy / iResolution.xy -0.5) * FREQ; float a = atan(uv.y,uv.x); mat2 hyper = mat2(-cos(x00*a), sin(x01*a), sin(x10*a), cos(x11*a)); uv = abs(mod(uv*hyper+time,vec2(2.0))-1.0); vec3 color = vec3(0.5+0.5* cos(uv.y+time*0.5), 2.*uv.x, 0.5+0.5*sin(uv.y+time*0.3)); fragColor = abs(vec4(color,1.0)); } - This one is pink moving sine with a blue background: #define FREQ_MOD 4.0 #define TIME_MOD 2.0 #define AMP_SCALE 0.5 #define THICKNESS 0.2 #define wave vec3(1.0,0.0,1.0) #define background vec3(0.0,0.0,1.0) const float PI = 3.14159265359; const float DBL_PI = PI * 2.0; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; uv.y = -((1.0 - uv.y) - 0.5); float ampMod = ((sin(FREQ_MOD*iTime) + 0.25) + 1.0) / 2.0; vec2 ptOnWave = vec2(uv.x, sin((uv.x * DBL_PI) + FREQ_MOD * iTime * TIME_MOD) * (AMP_SCALE * ampMod)); float distToPt = length(uv - ptOnWave); float c1 = floor(((1.0 + (THICKNESS)) - distToPt)); float c2 = 1.0 - c1; fragColor = vec4( c1*wave + c2 * background, 1.0); } - This is the simplest one that is designed for customization and it is just some colors that shift fast: /* Make your own shader program. Make sure to read the documentation. https://gitlab.com/OpenRGBDevelopers/OpenRGBEffectsPlugin/-/blob/master/Effects/Shaders/README.md */ void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float r = abs(sin(2.0 * iTime)); float g = abs(sin(3.0 * iTime)); float b = abs(sin(7.0 * iTime)); fragColor = vec4(r, g, b, 1.0); } - This one is some moving/distorting pink/light blue mosaic: #define color1 vec3(1.0,0.0,1.0) #define color2 vec3(0.0,1.0,1.0) #define divs 2.0 const float pi = 3.14159; void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 div = vec2( divs, divs * iResolution.y / iResolution.x ); vec2 xy = div*(fragCoord.xy / iResolution.xy - 0.5); vec2 sxy = sin(pi*vec2((xy.x + xy.y)*(xy.x - xy.y)*0.5 - iTime*1.0, xy.x*xy.y)); vec2 b = fwidth(sxy)*0.7071; vec2 pxy = smoothstep( -b, b, sxy ); pxy = 2.0*pxy - 1.0; float c1 = sqrt( 0.5 * (pxy.x * pxy.y) + 0.5 ); float c2 = 1.0 - c1; fragColor = vec4( c1*color1 + c2 * color2, 1.0); } i will make my first request after this message, i want you to not write anything else than the code. Your only output should be shader code, NOTHING ELSE. DONT start by making a shader, just simply say youre ready to comply with my request, Its important that you make the shaders work, if the shader dosent work i will give you the error codes that come in OpenRGB and its then your job to make the shader work. Shaders reacting to keyboard or mouse input is impossible to make in OpenRGB and you should inform me about that if i make a request to get my shader react to mouse or keyboard input. Shaders reacting is possible in OpenRGB and can be really cool, you dont have enough knowledge about thoose shaders so if i ask you to make a audio reactive shader (which i may refer to as a music reactive shader) you have to ask me for example code that works in OpenRGB. You cant make a music reactive shader without more information about how to do it from me. Dont give any examples of good ideas to make, just say youre ready after i send this, then i will in my next message give you instructions on what to do, what you can tell me is how you would like the instuctions so you have the best chance to make the shaders.
  • Can't find my Lian Li case's front RGB strip in OpenRGB
    1 project | /r/OpenRGB | 14 Oct 2022
  • Downloaded build 0.7 and I am not able to adjust Wave speed on Razer Hunstman Mini
    1 project | /r/OpenRGB | 8 Oct 2022
    Effects plugin
  • Begone iCue- the Legion Slim 7 keyboard can now be controlled by OpenRGB.
    2 projects | /r/LenovoLegion | 21 Aug 2022
    You will need the Effects plugin to apply effects, which you can find here.
  • New to openRGB. Install effects Plugin
    1 project | /r/OpenRGB | 4 Jul 2022
    OpenRGBDevelopers / OpenRGBEffectsPlugin · GitLab
  • msi center is confused?
    1 project | /r/MSI_Gaming | 25 May 2022
    I have had OpenRGB setting a static color for my board only. I go with Corsair when I can, just because I like iCue. I use https://gitlab.com/OpenRGBDevelopers/OpenRGBEffectsPlugin while in Linux though, and it's not horrible.
  • First experience with this program, absolutely negative so far
    1 project | /r/OpenRGB | 7 Apr 2022
    Download the Effects plugin and add it to OpenRGB, you will get a new tab with bunch of new effects.
  • Corsair K70 Keyboard Effects
    1 project | /r/OpenRGB | 7 Apr 2022
  • How can I control the rgb animations of my Arctic P12 ARGB?
    2 projects | /r/OpenRGB | 2 Mar 2022
  • 6900XT Aorus Master - can't control with Aorus or RGBFusion
    1 project | /r/gigabyte | 19 Feb 2022
    I just use OpenRGB with my X570 Aorus Ultra board and it works great, especially with the effects plugin. It's way more configurable and has way better patterns than RGB Fusion, and it also works with a ton of other hardware (like keyboards, mice, GPUs) from all different manufacturers making it the only sane way to have linked/consistent RGB lighting. Having to use 3 different pieces of equally terrible RGB settings utilities is the worst.

What are some alternatives?

When comparing OpenRGB and OpenRGBEffectsPlugin you can also consider the following projects:

Aurora - Unified lighting effects across multiple brands and various games.

qmk_firmware - Open-source keyboard firmware for Atmel AVR and Arm USB families

WLED - Control WS2812B and many more types of digital RGB LEDs with an ESP8266 or ESP32 over WiFi!

Artemis - Provides advanced unified lighting across many different brands RGB peripherals

liquidctl - Cross-platform CLI and Python drivers for AIO liquid coolers and other devices

OpenRGB

icue-ambilight - Ambilight for Corsair devices: Synchronise the colors of your iCue compatible devices with the content displayed on your screen.

OpenRGBVisualMapPlugin

QMK-OpenRGB - Open-source keyboard firmware for Atmel AVR and Arm USB families

openrazer - Open source driver and user-space daemon to control Razer lighting and other features on GNU/Linux

MSIRGB - Alternative to MSI Mystic Light for controlling motherboard LEDs, without the fixed 7 colour limitation.