A grainy canvas background that adds computational texture behind hero copy, product sections, and technical brand moments.

Dither Canvas creates a supporting surface: a grainy digital texture gives the hero signal.
Use it behind hero copy, product sections, and technical brand moments where the background should make the page feel engineered without asking the browser to run a cinematic universe.
The main risk is readability. Headlines, body copy, fields, and CTAs must stay clear above the layer. The effect should be easy to freeze, lower in density, or replace with a static texture on mobile and reduced-motion contexts.
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Use this as background-layer implementation guidance. Verify whether the shipped effect is CSS, canvas, or another rendering layer before publishing density, speed, color, opacity, dependency, or default-value details. In production, preserve readable HTML above the surface, cap animation cost, pause offscreen work, and provide a static fallback.
• Technical and editorial heroes where grain, signal, or computational texture supports the claim.
• Short, high-contrast sections that can pause animation or swap to a static texture.
• Dither Canvas adds atmosphere behind the message without making the background the product.
Not for low-contrast text sections, long reading pages, or pages already carrying heavy video/WebGL cost.
Keep density low enough to protect text, pause animated canvas work offscreen, and provide a static CSS/image fallback.
Decorative backgrounds should be hidden from assistive technology. On mobile, reduce density and keep foreground contrast high.
| Prop | Type | Default | Description |
|---|---|---|---|
charColumns | number | 145 | Controls the density of generated character columns. |
colorizeFromVideo | boolean | false | Uses video color data instead of fixed monochrome characters. |
videoZoom | number | 1 | Zoom level applied to the video source. |
charZoom | number | 1 | Scale factor for the rendered character grid. |
colorBoost | number | 1.4 | Boosts sampled color intensity. |
Use it when a grainy digital texture gives the hero signal supports the foreground message without harming readability.
Yes if the visual can be handled with CSS or canvas. Do not reach for WebGL unless the hero needs shader-led depth.
Use masks, fades, lower opacity, and density controls around headings, forms, and CTAs.
Animated canvas variants should pause offscreen and when the tab is hidden.
Reduce density, disable pointer reaction, or switch to a static texture.
Need a custom effect? Tell us what to create.