Members Only

LucidGlass Shader for OBS (v1.3)

$0.00 NZD

iOS 26 has now officially been announced so I wanted to give you the Liquid **ass for your streams! This shader comes with a ton of features and settings to dial in, there is so much creative freedom with it. Please beware as cranking the settings up, might have an impact on your pc's performance!

Features:

  • Global Settings

    • Position X & Y (place your shape anywhere)

    • Toggle “Transparent Background Outside Shape”

  • Shape Definition

    • Width & Height (in px)

    • Corner Radius (rounded corners)

    • Squircleness (controls circle vs. squircle)

    • Edge Feathering (softens the border)

  • Glass Effects

    • Blur Level (amount of background blur)

    • Frost Strength (frosted/glazed look)

    • Tint Colour picker

    • Tint Strength (opacity of tint)

  • Lens Distortion

    • Distortion Edge Thickness (px)

    • Max Distortion Amount (how warped it gets)

    • Distortion Falloff Power (how quickly warp fades out)

    • Magnification Amount (bubble/magnifying-glass effect)

  • Inner Glow Effects

    • Enable/Disable Inner Glow

    • Glow Colour picker

    • Inner Glow Base Spread (px)

    • Inner Glow Falloff Power (fade intensity)

    • Inner Glow Asymmetry Angle (directional bias)

    • Inner Glow Asymmetry Strength (degree of bias)

This is in early access for all of my members. It might be bundled in the core obs-shaderfilter plugin by Exeldro in a few months time!

v1.3.0 (2026-05-11)

  • Blur Level: Replaced the old float slider with a Low / Medium / High dropdown. Low is faster, while High gives better quality.

  • Blur Intensity: Added a new slider to fine-tune the blur radius on top of the selected Blur Level.

  • Chromatic Aberration: Added a new section for RGB edge splitting, creating a prismatic refraction look. Includes strength, thickness and falloff controls.

  • Numeric stability: Added an EPSILON define, along with a round of tooltip polish.

  • Fixed mirror UV wrapping: The previous version could mirror both axes when only one axis wrapped past 1, causing blur samples near corners to grab the wrong row. This now uses a branchless triangle wave per axis.

  • Blur loop improvements: Marked blur loops with [loop] to stop the compiler trying to unroll dynamic-bound loops on Medium and High.

  • Hard-edge alpha optimisation: The hard-edge alpha path now uses step() instead of a per-pixel ternary.

  • Tidied slider ranges: Squircleness max has been reduced from 100 to 20, as values beyond 20 are visually close to a rectangle. Corner radius, distortion thickness, glow / inner glow spread, chromatic aberration thickness, shadow offset and shadow blur maximums have also been raised so the shader works better on 4K sources.