Apple Liquid Glass material: floating rounded-glass panels that magnify and refract the scene behind them at their edges, with frosted milky depth, specular rims that follow a roaming light (or the cursor), soft elevation shadows, and fluid merging when slabs drift together. Pass an image to put real UI or photography behind the glass.
1-4 bloom hues painted across the background mesh gradient that the glass droplets refract; more colors = richer rainbow field, 2 colors = clean duotone brand wash, 1 color = monochrome glow
backdrop color showing through between color blooms and in corners; light lavender/white = airy Apple-keynote look, deep navy/black = moody scene where blooms float as glows
backdrop opacity; 1 = fully painted background, 0 = transparent so the host page section shows through between blooms and droplets
global animation pace; lower = expensive slow-motion drift (recommended under 0.6), higher = lively bubbling motion for playful sections
number of glass slabs; 1 = a single hero card to anchor content on, 3 (default) = hero card plus drifting satellites, 5 = busy floating-glass collage that merges into liquid clusters
corner rounding of every slab: 0 = sharp rectangles, 0.6 = Apple squircle cards, 1 = full capsule pills and circles (toolbar/chip energy)
optional https image rendered BEHIND the glass instead of the color blooms (cover-fit) — product shots, UI screenshots or photos get magnified, refracted and frosted by the panels; the signature liquid-glass-over-your-content demo
slab scale; higher = large statement panels that meld together, lower = delicate floating chips
how strongly the panel edges bend and magnify the scene behind them; higher = dramatic warped-glass rims, lower = subtle near-flat glass, 0 = no bending at all
chromatic color-fringing at the refractive rim; higher = visible rainbow split along droplet edges like a real prism, 0 = clean colorless refraction
intensity of the specular rim line, glow and sweeping glare band; higher = wet glossy studio-lit glass, lower = matte understated slabs
how far the slabs float from their home positions; higher = panels roam, collide and fluidly merge, 0 = pinned in place
blur depth of the material; 0 = perfectly clear polished crystal, 0.7 (default) = Apple regular-material frost, 1.5+ = heavy shower-door diffusion
Cursor light takeover: the specular rim and glare follow the pointer like tilting real glass under a lamp, easing back to the ambient roaming light when the pointer rests. 0 disables the interaction entirely.