Liquid Glass
Glass & Refraction
Real refraction glass over whatever sits behind the layer — dispersion fringe, frost, rim light, magnifier zoom
Controls#
Every control the Shaders tab draws for this effect, with the ranges and defaults it actually uses — read from the shader's own schema, so this table cannot fall out of date. Controls marked conditional only appear once a related setting enables them.
| Control | Group | Type | Default | Range / choices |
|---|---|---|---|---|
| form | SHAPE | select | 0 | layer silhouette · rounded rect · pill · circle · squircle |
| width * | SHAPE | range | 0.6 | 0.05 … 1.4 |
| height * | SHAPE | range | 0.34 | 0.05 … 1.4 |
| corner radius * | SHAPE | range | 0.09 | 0 … 0.3 |
| corner smoothness * | SHAPE | range | 4 | 2 … 12 |
| merging droplet | SHAPE | check | 0 | — |
| merge softness * | SHAPE | range | 0.08 | 0.01 … 0.2 |
| edge thickness | REFRACTION | range | 0.055 | 0.005 … 0.25 |
| bend strength | REFRACTION | range | 0.055 | 0 … 0.2 |
| dispersion | REFRACTION | range | 0.35 | 0 … 1.5 |
| frost | REFRACTION | range | 0.008 | 0 … 0.06 |
| saturation | MATERIAL | range | 1.35 | 0 … 2.5 |
| brightness | MATERIAL | range | 1.06 | 0.5 … 1.8 |
| tint amount | MATERIAL | range | 0.06 | 0 … 0.8 |
| tint | MATERIAL | color | #ffffff | — |
| specular | LIGHT | range | 0.5 | 0 … 2 |
| light angle | LIGHT | range | 115 | 0 … 360 |
| highlight tightness | LIGHT | range | 8 | 1 … 40 |
| border | LIGHT | range | 0.004 | 0 … 0.02 |
| border opacity | LIGHT | range | 0.5 | 0 … 1 |
| shadow | LIGHT | range | 0.012 | 0 … 0.08 |
| shadow softness | LIGHT | range | 0.03 | 0.002 … 0.12 |
| content zoom (magnify) | BEHIND THE GLASS | range | 1 | 0.4 … 3 |
| scroll speed | BEHIND THE GLASS | range | 0 | -0.2 … 0.2 |
| animation speed | BEHIND THE GLASS | range | 1 | 0 … 3 |
| view | BEHIND THE GLASS | select | 0 | glass · edge profile · bend vectors |
* conditional — shown only when a related setting enables it
Presets#
Clear GlassFrostedMagnifierPrism EdgeDropletSoft Pane
Presets set several controls at once. They are starting points, not modes — everything stays editable afterwards.
Things that catch people out#
It needs something behind it
Glass refracts the backdrop. On an empty canvas there is nothing to bend and the layer reads as a flat tint. Put artwork underneath before judging the settings.
See also#
Something here wrong or missing? Tell us in the community.