Light Component =============== .. seo:: :description: Instructions for setting up lights and light effects in ESPHome. :image: folder-open.png The ``light`` domain in ESPHome lets you create lights that will automatically be shown in Home Assistant’s frontend and have many features such as RGB colors, transitions, flashing and effects. This component restores its state on reboot/reset. .. _config-light: Base Light Configuration ------------------------ All light configuration schemas inherit these options. .. code-block:: yaml light: - platform: ... Configuration variables: - **effects** (*Optional*, list): A list of :ref:`light effects ` to use for this light. - **gamma_correct** (*Optional*, float): Apply a `gamma correction factor `__ to the light channels. Defaults to ``2.8``. - **default_transition_length** (*Optional*, :ref:`config-time`): The default transition length to use when no transition length is set in the light call. Defaults to ``1s``. - **restore_mode** (*Optional*): Control how the GPIO Switch attempts to restore state on bootup. For restoring on ESP8266s, also see ``esp8266_restore_from_flash`` in the :doc:`esphome section `. - ``RESTORE_DEFAULT_OFF`` (Default) - Attempt to restore state and default to OFF if not possible to restore. - ``RESTORE_DEFAULT_ON`` - Attempt to restore state and default to ON. - ``ALWAYS_OFF`` - Always initialize the light as OFF on bootup. - ``ALWAYS_ON`` - Always initialize the light as ON on bootup. - **on_turn_on** (*Optional*, :ref:`Action `): An automation to perform when the light is turned on. See :ref:`light-on_turn_on_off_trigger`. - **on_turn_off** (*Optional*, :ref:`Action `): An automation to perform when the light is turned off. See :ref:`light-on_turn_on_off_trigger`. Additional Configuration variables for addressable lights: - **color_correct** (*Optional*, list of float): Apply a color correction to each color channel. This defines the maximum brightness of each channel. For example ``[100%, 50%, 100%]`` would set the green channel to be at most at 50% brightness. - **power_supply** (*Optional*, :ref:`config-id`): The :doc:`/components/power_supply` to connect to this light. When the light is turned on, the power supply will automatically be switched on too. Advanced options: - **internal** (*Optional*, boolean): Mark this component as internal. Internal components will not be exposed to the frontend (like Home Assistant). Only specifying an ``id`` without a ``name`` will implicitly set this to true. - If MQTT enabled, all other options from :ref:`MQTT Component `. .. _light-toggle_action: ``light.toggle`` Action *********************** This action toggles a light with the given ID when executed. .. code-block:: yaml on_...: then: - light.toggle: id: light_1 # Shorthand: - light.toggle: light_1 Configuration variables: - **id** (**Required**, :ref:`config-id`): The ID of the light. - **transition_length** (*Optional*, :ref:`config-time`, :ref:`templatable `): The length of the transition if the light supports it. .. note:: This action can also be expressed in :ref:`lambdas `: .. code-block:: cpp auto call = id(light_1).toggle(); // perform action: call.perform(); .. _light-turn_on_action: ``light.turn_on`` Action ************************ This action turns a light with the given ID on when executed. .. code-block:: yaml on_...: then: - light.turn_on: id: light_1 brightness: 100% red: 100% green: 100% blue: 1.0 # Templated - light.turn_on: id: light_1 brightness: !lambda |- // output value must be in range 0 - 1.0 return id(some_sensor).state / 100.0; # Shorthand - light.turn_on: light_1 Configuration variables: - **id** (**Required**, :ref:`config-id`): The ID of the light. - **transition_length** (*Optional*, :ref:`config-time`, :ref:`templatable `): The length of the transition if the light supports it. - **brightness** (*Optional*, percentage, :ref:`templatable `): The brightness of the light. Must be in range ``0%`` to ``100%`` or ``0.0`` to ``1.0``. Defaults to not changing brightness. - **red** (*Optional*, percentage, :ref:`templatable `): The red channel of the light. Must be in range ``0%`` to ``100%`` or ``0.0`` to ``1.0``. Defaults to not changing red. - **green** (*Optional*, percentage, :ref:`templatable `): The green channel of the light. Must be in range ``0%`` to ``100%`` or ``0.0`` to ``1.0``. Defaults to not changing green channel. - **blue** (*Optional*, percentage, :ref:`templatable `): The blue channel of the light. Must be in range ``0%`` to ``100%`` or ``0.0`` to ``1.0``. Defaults to not changing blue channel. - **white** (*Optional*, percentage, :ref:`templatable `): The white channel value of RGBW lights. Must be in range ``0%`` to ``100%`` or ``0.0`` to ``1.0``. Defaults to not changing white value. - **color_temperature** (*Optional*, float, :ref:`templatable `): The white color temperature value (in `mireds `__ or Kelvin) for CWWW / RGBWW lights. Defaults to not changing the color temperature value. - **flash_length** (*Optional*, :ref:`config-time`, :ref:`templatable `): If set, will flash the given color for this period of time and then go back to the previous state. - **effect** (*Optional*, string, :ref:`templatable `): If set, will attempt to start an effect with the given name. .. note:: This action can also be expressed in :ref:`lambdas `: .. code-block:: cpp auto call = id(light_1).turn_on(); // set parameters (optional) call.set_transition_length(1000); // in ms call.set_brightness(1.0); // 1.0 is full brightness call.set_rgb(1.0, 1.0, 1.0); // color, 1.0 is fully lit call.set_effect("The Effect"); // perform action: call.perform(); .. note:: The ``red``, ``green`` and ``blue`` values only control the color of the light, not its brightness! If you assign ``50%`` to all RGB channels it will be interpreted as 100% on. Only use ``brightness`` to control the brightness of the light. .. _light-turn_off_action: ``light.turn_off`` Action ************************* This action turns a light with the given ID off when executed. .. code-block:: yaml on_...: then: - light.turn_off: id: light_1 # Shorthand - light.turn_off: light_1 Configuration variables: - **id** (**Required**, :ref:`config-id`): The ID of the light. - **transition_length** (*Optional*, :ref:`config-time`, :ref:`templatable `): The length of the transition if the light supports it. .. note:: This action can also be expressed in :ref:`lambdas `: .. code-block:: cpp auto call = id(light_1).turn_off(); // set parameters (optional) call.set_transition_length(1000); // in ms // perform action: call.perform(); .. _light-control_action: ``light.control`` Action ************************ This :ref:`Action ` is a generic call to change the state of a light - it is essentially just a combination of the turn_on and turn_off calls. .. code-block:: yaml on_...: then: - light.control: id: light_1 state: on Configuration variables: - **id** (**Required**, :ref:`config-id`): The ID of the light. - **state** (*Optional*, :ref:`templatable `, boolean): Change the ON/OFF state of the light. - All other options from :ref:`light.turn_on `. .. _light-dim_relative_action: ``light.dim_relative`` Action ***************************** This :ref:`Action ` allows you to dim a light that supports brightness by a relative amount. .. code-block:: yaml on_...: then: # Increases the brightness by 5% - light.dim_relative: id: light_1 relative_brightness: 5% Configuration variables: - **id** (**Required**, :ref:`config-id`): The ID of the light. - **relative_brightness** (**Required**, :ref:`templatable `, percentage): The relative brightness to dim the light by. - **transition_length** (*Optional*, :ref:`config-time`, :ref:`templatable `): The length of the transition. .. note:: Example: dimming a light with a button press .. code-block:: yaml binary_sensor: - platform: gpio # ... id: my_binary_sensor on_press: - while: condition: binary_sensor.is_on: my_binary_sensor then: - light.dim_relative: id: light_1 relative_brightness: 5% transition_length: 0.1s - delay: 0.1s .. _light-addressable_set_action: ``light.addressable_set`` Action ******************************** This :ref:`Action ` allows you to manually set a range of LEDs on an addressable light to a specific color. .. code-block:: yaml on_...: - light.addressable_set: id: my_light range_from: 0 range_to: 50 red: 100% green: 0% blue: 0% Configuration variables: - **id** (**Required**, :ref:`config-id`): The ID of the addressable light to control. - **range_from** (*Optional*, :ref:`templatable `, int): The beginning of the range of LEDs to control. 0-based indexing. Defaults to 0 (the beginning of the strip). - **range_to** (*Optional*, :ref:`templatable `, int): The end of the range of LEDs to control - this is a half-open interval. 0-based indexing. Defaults to the end of the strip (``num_leds``). - **red** (*Optional*, :ref:`templatable `, percentage): The value to set the red channel to. - **green** (*Optional*, :ref:`templatable `, percentage): The value to set the green channel to. - **blue** (*Optional*, :ref:`templatable `, percentage): The value to set the blue channel to. - **white** (*Optional*, :ref:`templatable `, percentage): The value to set the white channel to. .. _light-is_on_condition: .. _light-is_off_condition: ``light.is_on`` / ``light.is_off`` Condition ******************************************** This :ref:`Condition ` checks if the given light is ON or OFF. OFF means that the light is completely OFF, and ON means that the light is emitting at least a bit of light. .. code-block:: yaml # In some trigger: on_...: if: condition: # Same syntax for is_off light.is_on: my_light .. _light-on_turn_on_off_trigger: ``light.on_turn_on`` / ``light.on_turn_off`` Trigger **************************************************** This trigger is activated each time the light is turned on or off. It is consistent with the behavior of the ``light.is_on`` and ``light.is_off`` condition above. .. code-block:: yaml light: - platform: binary # or any other platform # ... on_turn_on: - logger.log: "Light Turned On!" on_turn_off: - logger.log: "Light Turned Off!" .. _light-effects: Light Effects ------------- ESPHome also offers a bunch of light effects you can use for your lights. The defaults for the effect parameters are made to work well on their own but of course ESPHome gives you the option to manually change these parameters. With ESPHome's light effects system you're basically creating a bunch of entries for the effects dropdown in Home Assistant. If you wish to have several variants of the same effect you can of course also create multiple entries with each having a unique name like so: .. code-block:: yaml light: - platform: ... # ... effects: # Use default parameters: - random: # Customize parameters - random: name: "My Slow Random Effect" transition_length: 30s update_interval: 30s - random: name: "My Fast Random Effect" transition_length: 4s update_interval: 5s Random Effect ************* This effect makes a transition (of length ``transition_length``) to a randomly-chosen color every ``update_interval``. .. code-block:: yaml light: - platform: ... # ... effects: - random: - random: name: Random Effect With Custom Values transition_length: 5s update_interval: 7s Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Random``. - **transition_length** (*Optional*, :ref:`config-time`): The duration of each transition to start. Defaults to ``5s``. - **update_interval** (*Optional*, :ref:`config-time`): The interval with which a new color is selected and transitioned to. Strobe Effect ************* This effect cycles through a list of colors with specific durations. .. code-block:: yaml light: - platform: ... # ... effects: - strobe: - strobe: name: Strobe Effect With Custom Values colors: - state: True brightness: 100% red: 100% green: 90% blue: 0% duration: 500ms - state: False duration: 250ms - state: True brightness: 100% red: 0% green: 100% blue: 0% duration: 500ms Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Strobe``. - **colors** (*Optional*, list): A list of colors to cycle through. Defaults to a quick cycle between ON and OFF. - **state** (*Optional*, boolean): The ON/OFF state to show. Defaults to ``True``. - **brightness** (*Optional*, percentage): The brightness of the light. Defaults to ``100%``. - **red** (*Optional*, percentage): The percentage that the red color should be on for RGB lights. Defaults to ``100%``. - **green** (*Optional*, percentage): The percentage that the green color should be on for RGB lights. Defaults to ``100%``. - **blue** (*Optional*, percentage): The percentage that the blue color should be on for RGB lights. Defaults to ``100%``. - **white** (*Optional*, percentage): The percentage that the white color should be on for RGBW lights. Defaults to ``100%``. - **duration** (**Required**, :ref:`config-time`): The duration this color should be active. Flicker Effect ************** This effect "hovers" around the active color of the light and flickers each color channel a bit. .. code-block:: yaml light: - platform: ... # ... effects: - flicker: - flicker: name: Flicker Effect With Custom Values alpha: 95% intensity: 1.5% Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Flicker``. - **alpha** (*Optional*, percentage): The percentage that the last color value should affect the light. More or less the "forget-factor" of an exponential moving average. Defaults to ``95%``. - **intensity** (*Optional*, percentage): The intensity of the flickering, basically the maximum amplitude of the random offsets. Defaults to ``1.5%``. Lambda Effect ************* This effect allows you to write completely custom light effects yourself using :ref:`lambdas `. .. code-block:: yaml light: - platform: ... # ... effects: - lambda: name: My Custom Effect update_interval: 1s lambda: |- static int state = 0; auto call = id(my_light).turn_on(); // Transtion of 1000ms = 1s call.set_transition_length(1000); if (state == 0) { call.set_rgb(1.0, 1.0, 1.0); } else if (state == 1) { call.set_rgb(1.0, 0.0, 1.0); } else if (state == 2) { call.set_rgb(0.0, 0.0, 1.0); } else { call.set_rgb(1.0, 0.0, 0.0); } call.perform(); state += 1; if (state == 4) state = 0; Configuration variables: - **name** (**Required**, string): The name of the custom effect. - **update_interval** (*Optional*, :ref:`config-time`): The interval with which the lambda code is executed. A value of ``0ms`` means that the lambda is always executed, without a cool-down. Defaults to ``0ms``. - **lambda** (**Required**, :ref:`lambda `): The code to execute. ``static`` variables are especially useful. Addressable Rainbow Effect ************************** A light effect for individually-addressable LEDs that creates a moving rainbow over the whole LED strip using the HSV color wheel. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_rainbow: - addressable_rainbow: name: Rainbow Effect With Custom Values speed: 10 width: 50 Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Rainbow``. - **speed** (*Optional*, int): The speed of the effect, unitless. Defaults to ``10``. - **width** (*Optional*, int): The "width" of a full-scale rainbow, unitless. Defaults to ``50``. Addressable Color Wipe Effect ***************************** A light effect for individually-addressable LEDs that continuously introduces new colors at the beginning of the strip and shifts them forward every ``add_led_interval``. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_color_wipe: - addressable_color_wipe: name: Color Wipe Effect With Custom Values colors: - red: 100% green: 100% blue: 100% num_leds: 1 - red: 0% green: 0% blue: 0% num_leds: 1 add_led_interval: 100ms reverse: False Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Color Wipe``. - **colors** (*Optional*, list): The colors to shift in at the beginning of the strip. Defaults to shifting in random colors. - **red** (*Optional*, percentage): The percentage the red color channel should be on. Defaults to ``100%``. - **green** (*Optional*, percentage): The percentage the green color channel should be on. Defaults to ``100%``. - **blue** (*Optional*, percentage): The percentage the blue color channel should be on. Defaults to ``100%``. - **random** (*Optional*, boolean): If set to ``True``, will overwrite the RGB colors by a new, randomly-chosen color each time. Defaults to ``False``. - **num_leds** (*Optional*, int): The number of leds of this type to have before moving on to the next color. - **add_led_interval** (*Optional*, :ref:`config-time`): The interval with which to shift in new leds at the beginning of the strip. Defaults to ``100ms``. - **reverse** (*Optional*, boolean): Whether to reverse the direction of the color wipe. Defaults to ``False``. Addressable Scan Effect *********************** Create a single, fast-moving dot moving back and forth an individually-addressable LED strip. The color is chosen by the currently active light color. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_scan: - addressable_scan: name: Scan Effect With Custom Values move_interval: 100ms scan_width: 1 Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Scan``. - **move_interval** (*Optional*, :ref:`config-time`): The interval with which to move the dot/line one LED forward. Defaults to ``100ms``. - **scan_width** (*Optional*, integer): The number of LEDs to use. Defaults to ``1``. Addressable Twinkle Effect ************************** A light effect for individually-addressable LED strips that randomly chooses some LEDs and let's them bright up for a moment, like a stars twinkling in the night's sky. The color of the pixels will be chosen by the currently active light color. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_twinkle: - addressable_twinkle: name: Twinkle Effect With Custom Values twinkle_probability: 5% progress_interval: 4ms Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Twinkle``. - **twinkle_probability** (*Optional*, percentage): The percentage with which, at any time step, a randomly-chosen LED should start its twinkle animation. - **progress_interval** (*Optional*, :ref:`config-time`): The interval with which to progress the effect. This affects the duration of a twinkle animation. Defaults to ``4ms``. Addressable Random Twinkle Effect ********************************* A light effect similar to ``addressable_twinkle``, but using random colors for each twinkle animation. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_random_twinkle: - addressable_random_twinkle: name: Random Twinkle Effect With Custom Values twinkle_probability: 5% progress_interval: 32ms Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Random Twinkle``. - **twinkle_probability** (*Optional*, percentage): The percentage with which, at any time step, a randomly-chosen LED should start its twinkle animation. - **progress_interval** (*Optional*, :ref:`config-time`): The interval with which to progress the effect. This affects the duration of a twinkle animation. Defaults to ``4ms``. Addressable Fireworks Effect **************************** A light effect for individually-addressable LED strips that randomly sparks some fireworks at random positions and lets the sparkles cascade over the LED strip. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_fireworks: - addressable_fireworks: name: Fireworks Effect With Custom Values update_interval: 32ms spark_probability: 10% use_random_color: false fade_out_rate: 120 Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Fireworks``. - **update_interval** (*Optional*, :ref:`config-time`): The interval with which to progress the effect. Defaults to ``32ms``. - **spark_probability** (*Optional*, percentage): The probability to start a new firework spark at a randomly-chosen LED at any given time step. Defaults to ``10%``. - **use_random_color** (*Optional*, boolean): Whether to use random colors for new firework sparks. Defaults to using the currently active light color. - **fade_out_rate** (*Optional*, integer): The rate with which to fade out the LED strip, unitless. Needs to be carefully chosen so that the whole strip doesn't light up forever if the fade out rate is too low or that the firework sparks do not propagate for a long time. Defaults to ``120``. Addressable Flicker Effect ************************** An effect similar to the ``flicker`` effect, but for individually-addressable LED strips. This effect flickers each LED by its own random amount around the currently active light color. .. code-block:: yaml light: - platform: ... # ... effects: - addressable_flicker: - addressable_flicker: name: Flicker Effect With Custom Values update_interval: 16ms intensity: 5% Configuration variables: - **name** (*Optional*, string): The name of the effect. Defaults to ``Addressable Flicker``. - **update_interval** (*Optional*, :ref:`config-time`): The time interval for updating the random offsets. Defaults to ``16ms``. - **intensity** (*Optional*, percentage): The intensity of the effect, basically how much the random values can offset the currently active light color. Defaults to ``5%``. Addressable Lambda Effect ************************* This effect allows you to access each LED individually in a custom light effect. Available variables in the lambda: - **it** - :apiclass:`AddressableLight ` instance (see API reference for more info). - **current_color** - :apistruct:`Color ` instance (see API reference for more info). - **initial_run** - A bool which is true on the first execution of the lambda. Useful to reset static variables when restarting a effect. .. note:: ESPColor has been migrated to Color. See :apistruct:`Color ` for more information. .. code-block:: yaml light: - platform: ... effects: - addressable_lambda: name: "My Custom Effect" update_interval: 16ms lambda: |- // it.size() - Number of LEDs // it[num] - Access the LED at index num. // Set the LED at num to the given r, g, b values // it[num] = Color(r, g, b); // Get the color at index num (Color instance) // it[num].get(); // Example: Simple color wipe for (int i = it.size() - 1; i > 0; i--) { it[i] = it[i - 1].get(); } it[0] = Color::random_color(); // Bonus: use .range() and .all() to set many LEDs without having to write a loop. it.range(0, 50) = Color::BLACK; it.all().fade_to_black(10); .. code-block:: yaml light: - platform: ... effects: - addressable_lambda: name: "My Custom Effect" update_interval: 16ms lambda: |- // Static variables keep their value even when // stopping and starting the effect again static uint16_t progress = 0; // normal variables lost their value after each // execution - basically after each update_interval uint16_t changes = 0; // To reset static when stopping and starting the effect // again you can use the initial_run variables if (initial_run) { progress = 0; it.all() = Color::BLACK; // optionally do a return so nothing happens until the next update_interval return; } Examples of this API can be found here: https://github.com/esphome/esphome/blob/dev/esphome/components/light/addressable_light_effect.h (the built-in addressable light effects). Automation Light Effect *********************** Additionally to the ``lambda`` and ``addressable_lambda`` light effects, effects can also be written through ESPHome's :ref:`Automation ` system with the ``automation`` effect type. The automation given in the ``sequence`` block will be repeatedly executed until the effect is stopped by the user. .. code-block:: yaml light: - platform: ... id: my_light effects: - automation: name: Custom Automation Effect sequence: - light.addressable_set: id: my_light red: 100% green: 100% blue: 100% - delay: 100ms - light.addressable_set: id: my_light range_from: 0 range_to: 20 red: 100% green: 0% blue: 0% Configuration variables: - **name** (*Optional*, string): The name of the effect. - **sequence** (*Optional*, :ref:`Action `): The actions to perform in sequence until the effect is stopped. .. _e131-light-effect: E1.31 Effect ************ This effect enables controlling addressable lights using UDP-based E1.31_ protocol. For Example JINX_ or Hyperion.NG_ could be used to control E1.31_ enabled ESPHome. .. code-block:: yaml e131: method: multicast # default: register E1.31 to Multicast group light: - platform: neopixelbus num_leds: 189 effects: - e131: universe: 1 channels: RGB Configuration variables: - **universe** (**Required**, integer): The value of universe, between 1 to 512. - **channels** (*Optional*): The type of data. This is used to specify if it is a ``MONO``, ``RGB`` or ``RGBW`` light and in which order the colors are. Defaults to ``RGB``. There are three modes of operation: - ``MONO``: this supports 1 channel per LED (luminance), up-to 512 LEDs per universe - ``RGB``: this supports 3 channels per LED (RGB), up-to 170 LEDs (3*170 = 510 bytes) per universe - ``RGBW``: this supports 4 channels per LED (RGBW), up-to 128 LEDs (4*128 = 512 bytes) per universe If there's more LEDs than allowed per-universe, additional universe will be used. In the above example of 189 LEDs, first 170 LEDs will be assigned to 1 universe, the rest of 19 LEDs will be automatically assigned to 2 universe. It is possible to enable multiple light platforms to listen to the same universe concurrently, allowing to replicate the behaviour on multiple strips. E1.31 Component ^^^^^^^^^^^^^^^ The :ref:`e131-light-effect` requires a component hub for the ``e131`` light effect. Configuration variables: - **method** (*Optional*): Listening method, one of ``multicast`` or ``unicast``. Defaults to ``multicast``. .. _E1.31: https://www.doityourselfchristmas.com/wiki/index.php?title=E1.31_(Streaming-ACN)_Protocol .. _JINX: http://www.live-leds.de/jinx-v1-3-with-resizable-mainwindow-real-dmx-and-sacne1-31/ .. _Hyperion.NG: https://github.com/hyperion-project/hyperion.ng Adalight Effect *************** This effect enables controlling addressable lights using UART-based Adalight_ protocol, allowing to create realtime ambient lighting effects. Prismatik_ can be used to control addressable lights via Adalight_ protocol on ESPHome. .. code-block:: yaml # Example configuration entry # Disable logging over USB logger: baud_rate: 0 # Adalight requires higher RX buffer size # to operate without flickering uart: rx_buffer_size: 1024 adalight: light: - platform: neopixelbus ... effects: - adalight: # uart_id: additional_uart Configuration variables: - **uart_id** (*Optional*, :ref:`config-id`): Manually specify the ID of the :ref:`UART Component ` if you want to use multiple UART buses. .. _Adalight: https://learn.adafruit.com/adalight-diy-ambient-tv-lighting .. _Prismatik: https://github.com/psieg/Lightpack WLED Effect *********** This effect enables controlling addressable lights using UDP-based `UDP Realtime Control`_ protocol used by WLED_, allowing to create realtime ambient lighting effects. Prismatik_ can be used to control addressable lights over network on ESPHome. .. code-block:: yaml wled: light: - platform: neopixelbus ... effects: - wled: # port: 21324 Configuration variables: - **port** (*Optional*, integer): The port to run the UDP server on. Defaults to ``21324``. Currently the following realtime protocols are supported: WARLS, DRGB, DRGBW, DNRGB and WLED Notifier. .. _UDP Realtime Control: https://github.com/Aircoookie/WLED/wiki/UDP-Realtime-Control .. _WLED: https://github.com/Aircoookie/WLED/wiki/UDP-Realtime-Control .. _Prismatik: https://github.com/psieg/Lightpack See Also -------- - :apiref:`light/light_state.h` - `WS2812FX library `__ by `@kitesurfer1404 `__ - :ghedit:`Edit` .. toctree:: :maxdepth: 1 :glob: *