Translucent UI FX turns standard Unity uGUI Images into production-ready liquid glass surfaces for Unity 6 URP.
Build frosted panels, refractive cards, pointer-reactive buttons, and fused controls without authoring custom shape sprites or adding a blur capture for every element.
WHY IT STANDS OUT
• Smart Fusion — select or overlap existing glass objects and fuse them into one continuous optical boundary while each child keeps its own Button, Toggle, Image, raycasts, and content.
• Physical optics — real-time background blur, refraction bend, refractive index, rim depth, color dispersion, edge light, tint, grading, and optional pointer-following flare.
• Fast authoring — seven presets, procedural rectangle, rounded, capsule, circle, and diamond shapes, plus a focused four-tab Inspector.
• Stable Scene View — edit shape, fusion, tint, and edges without stale Game-camera textures; judge full blur, refraction, dispersion, and flare in Game View or a build.
• Shared performance — one shared scene capture and blur source for all active glass; choose Real-Time, Smart, Interval, or Manual updates.
• Runtime-ready — a small API covers presets, fades, flare, fusion tuning, member refresh, and explicit capture updates.
SMART FUSION WORKFLOW
1. Duplicate or select your normal Translucent Image FX controls.
2. Position and overlap them naturally.
3. Click Start Fusion, Fuse Selected, or Fuse Overlapping.
The group owns the optics; members own their shape and interaction. Add or detach members at any time. Up to eight shapes can share one fused group.
INCLUDED
• Runtime components, URP renderer feature, shader, and shared blur capture
• Custom Inspector, setup and diagnostics window, and one-click authoring tools
• Original Liquid Glass demo plus a dedicated Fused Liquid Glass demo
• Seven presets and ready-to-use materials
• 15-page visual guide, API examples, troubleshooting, and changelog
REQUIREMENTS
• Unity 6 (6000.0 or newer)
• Universal Render Pipeline (URP)
• uGUI / Screen Space - Overlay workflow
• No third-party Asset Store dependencies
CAPTURE NOTE
Glass samples content already rendered by the active camera. Later Overlay sibling graphics are not part of that capture. Place content that must appear inside the glass in the camera-rendered scene or a suitable Camera or World Space Canvas.