Ya.LivingGlass
A tactile UI layer for the Unity 6 UI Toolkit. Buttons ripple under the finger, breathe on idle, bulge toward a hovering cursor and spring back on release.
Interactive build — click, hover and drag the elements
Refraction picks up the scene behind the UI; edge waves trace the rim of every droplet. Disable the dynamics and the same element falls back to polished static glass. Every effect is independently toggleable.
What you get
Full living component. Refraction, rim, inner shadow, chromatic aberration, drop shadow, variable backdrop blur, tap ripples, edge & surface waves, drifting highlights, hover-magnet, press scale and scene-aware lighting.
YaLivingGlass — the full liquid-glass component (refraction, rim, inner shadow, chromatic aberration, drop shadow) plus live effects like waves and a magnet. Extensive customization lets you style the interface for any game.
YaBlur — a cheaper, backdrop-only element for surfaces that don't need refraction (Gaussian and Dual Kawase blur).
YaPlain — the lightest of the four: shadow + gradient overlay on a plain
VisualElement, with no backdrop capture and no compositor RT.
Ready-to-use UI components — Button, Selector (Menu), Tab Bar, Dropdown, Slider and Switch.
30+ presets spanning glass, materials and game FX — style below.
Built for real UI
Assign any texture, sprite or RenderTexture as the element's background-image and it
appears beneath the water surface — refracted by the spherical cap, pulled by chromatic aberration
and blurred in lockstep with the scene backdrop. Icons, photos, gradients: anything you place warps
with the component.
Tint, refraction strength, glass depth, rim color and width, inner shadow, chromatic aberration, per-element blur radius, waves, ripples and light — every parameter is a UXML attribute, editable live in UI Builder.
An alpha-zero shadow color disables the effect entirely, so non-shadowed elements pay no GPU cost.
Low, Lite, Medium, High, Ultra and Auto tune the effect to the target device — the blur runs fine even on mobile.