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Flexible UI Suite - Procedural UI, UI Blur, And More! preview
Unity

Flexible UI Suite - Procedural UI, UI Blur, And More!

By Jeff Graw Assets

$55

Rated 5.0/5 from 15 ratings on Unity.

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Lowest recorded standalone price in this history: $55. The latest store price is $55, matching the lowest recorded price shown here.

Recorded prices for Flexible UI Suite - Procedural UI, UI Blur, And More! 1 price observations from Nov 3, 2026 to Nov 3, 2026. Lowest recorded price $55. Exact dates and prices are listed below. $0.00 $27.50 $55.00 Nov 3, 2026: $55. Latest store price Nov 3, 2026
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About Flexible UI Suite - Procedural UI, UI Blur, And More!

  • Art & Visuals > UI & GUI
The best Procedural UI and Blur assets, together

INCLUDES:
- Flexible Image — Procedurally-generated UI shapes, gradients, strokes, patterns, and animations. Always shares a material, and batches to 1 draw call.
- Flexible Blur — The most advanced, efficient, and configurable UI blur system for Unity.
- Flexible Glass (NEW!) — The complete Liquid Glass system that includes additive/subtractive physically modelled glass panels, with the ability to add glass effects to sprites.

Both assets are pre-integrated into the Flexible UI Suite, configured to work together out of the box.

Purchasing this bundle also provides a 100% discount on the individual assets, so they can be used individually if desired.

Any future related assets will be added to the bundle at no cost.

***Flexible Image***

One shared material. Everything batches

Flexible Image extends Unity's Image component with GPU-based shape generation. All properties are delivered through packed vertex attributes, so every element uses the same material regardless of appearance. This means you can have any number of wildly different elements that go through the same draw call.

Multiple shapes per component

Flexible Image can render multiple shapes in one component, also without adding draw calls. Each shape has independent anchoring, sorting, and full property control. Build complex UI elements without nesting GameObjects.

FEATURES

SHAPE CONTROL
- Per-corner chamfer.
- Toggle between per-corner concavity (round, flat, scooped) or smoothness (squircles!)
- Edge collapse enables dynamic transformation from rectangle into triangle, trapezoid, parallelogram, chevron, and more
- Edge softness for anti-aliasing
- Stroke
- Tools for even more complex shapes, including cutouts and UV Rect for partial shape rendering
- Transform-independant size, position, rotation
- Advanced raycast target mode selects which procedural shape properties apply to mouse/pointer input (can account for rounded corners, stroke, cutout, etc.)

COLOR SYSTEM
- Four color sections: primary, outline, procedural gradient, and pattern
- Each section supports vertex gradients (up to 3x3 color grids)
- Alpha channel for each section can control transparency, or blend with the section below
- Procedural gradient types include: SDF, Angle, Radial, Conical, and Noise
- Procedural gradients can be positioned relative to the mouse cursor to create responsive interactable elements
- Procedural gradients are per-pixel and intelligently dithered, with modes for SDF, angle, radial and conical gradients
- Procedural gradient and pattern sections can independently display over the primary color, outline color, or both
- Procedural gradient and pattern sections can be rendered in screen-space, allowing continuity between components
- Patterns can be generated procedurally, or with a texture.

ANIMATION
- The fastest way to author AAA-quality UI animations
- Built-in animation state machine responds to Selectable events
- Option to override the (somewhat infamous) default behaviour where Selected state is not able to transition back to Highlighted state
- Tween any numeric property
- Lighter than Unity's animation system, more powerful than color/sprite swaps

TEXTURE BAKING
- Bake any procedural setup to a texture
- Configurable resolution and supersampling
- Optional 1px padding for filtering

COMPATIBILITY
- Tested on Unity 2022.3+ (likely works back to 2022.1, but not officially supported)
- Works with all Canvas types and render pipelines
- Supports UGUI. Does not support UIToolkit
- Advanced raycast mode filters input hotzone by selected procedural properties (rounded corners, cutouts, etc.)
- Supports all standard "UGUI Image" component features (masks, fills, sliced sprites, etc.)

MISC.
- Source code and documentation included
- Higher visual quality and generally better performance (at native resolution) than texture-based UIs on modern hardware
- Extremely competitive performance with other procedural UI solutions, even when controlling for draw calls (i.e. many instances of similar elements that share the same material), with potentially much greater performance in the real world

***Flexible Blur***

The Pinnacle of UI Blur

Flexible Blur is the most versatile, advanced, and performant UI blur solution for Unity, solving the difficult problems other solutions ignore. Flexible Blur gives you complete control over quality, and the tools to reach the highest performance for your requirements.

Dynamic Batching

Other aproaches either don't batch at all, or are encumbered with a limitation that every blur on screen (or belonging to a camera) needs to share settings. Flexible Blur is the only approach that allows differing blurs to coexist, while equivalent blurs can batch together. The best of both worlds!

Better Blur Stacking

Flexible Blur has a number of ways to stack blurs on top one another, and is the only asset with the ability to display true, UI preserving, stacked blur in a single camera setup. Additional cameras are very expensive in URP, and Flexible Blur can help you to minimize camera usage. (See tutorial video and documentation)

FEATURES

CORE FUNCTIONALITY
- Simple setup: Include the FlexibleBlur renderer feature, add BlurredImage components
- Equavalent blurs can be batched, while differing blurs can coexist
- Choice of nine blur algorithms: including true Gaussian blur with variable horizontal and vertical kernel size
- Algorithms cam be combined and chained together
- Resolution-independent
- Minimal overdraw. Blurs the smallest necessary area by default, along with the option to pad blur area to reduce edge temporal noise
- The only asset that provides for stacked blur in a single camera setup.

ADDITIONAL FEATURES
- Components can use presets which are responsive to quality settings
- Choice between traditional and compute shaders
- Adjustable dithering (interleaved gradient noise)
- Brightness, contrast, vibrancy, and tint controls
- Blur rendering can be paused. Useful to save power/performance in pause screens, where everything under the blur can then be safely disabled
- Platform-specific settings, such as texture formats
- Additional uses, such as a low-noise pixellation effect
- And more!

COMPATIBILITY
- Tested on Unity 2022.3+ (likely works back to 2022.1, but not officially supported)
- Supports URP. Does not support BiRP or HDRP renderers.
- Supports Unity 6 Rendergraph
- VR-compatible, including single-pass
- Supports all UGUI canvas types. Does not support UIToolkit
- Supports all standard "UGUI Image" component features (masks, fills, sliced sprites, etc.)

***Flexible Glass***

Flexible Glass is a complete Liquid Glass system for Unity uGUI.

Create clear lenses, frosted panels, fluid interfaces, and custom-shaped glass—with built-in blur, refraction, lighting, and soft shadows. No additional Asset Store packages required.

Glass that can merge, separate, and change shape

Combine panels into continuous glass surfaces, smoothly join neighboring elements, or subtract shapes to create holes and cutouts. Animate their positions and shape parameters to build expanding controls, connected panels, and fluid transitions. Adjust join softness from crisp intersections to soft, liquid connections.

Parametric shapes and sprite-defined glass

Create circles, capsules, and squircles, or adjust each corner independently with rounding, smoothing, chamfering, and concavity controls. For custom silhouettes, use a sprite’s alpha to generate the glass shape automatically.

Cached GPU-generated distance fields improve performance and allow for arbitrary shapes.

Flexible control
- Physically based refraction: Shape the lens with optical thickness, depth, and surface smoothness. Refractive index and Abbe number controls for chromatic dispersion.
- Magnification: Enlarge the background beneath the glass without scaling the panel or its contents. Great for magnifying glass effects!
- Flexible edge lighting: Choose directional, opposing, or screen-space point lighting. Adjust highlight and shadow colors, light spread, and independent inner and outer light-band widths.
- Soft shadows: Control shadow color, opacity, softness, and offset, with automatic dithering.
- Shared Materials: Automatic material management minimizes draw calls.
- High-quality blur included: Highly optimized, built-in dual-filter Kawase blur delivers clear-to-frosted glass out of the box, comparable to most standalone blur assets.
- Go beyond Kawase with Flexible Blur: Optional integration unlocks multiple blur algorithms—including Gaussian—customizable multi-stage presets, advanced resampling, stabilization, and extensive tuning options. Flexible Blur is the broadest and most advanced blur toolkit for Unity (or any other game engine).

Two complementary components

Use UIGlass for surfaces that merge and subtract from one another. Use GlassImage for conventional uGUI Image features like masking and CanvasGroup fading. Both support parametric and sprite-defined glass.

Includes detailed documentation.

Requirements: Unity 2022.3 or Unity 6 with URP and compute-shader-capable hardware supporting Shader Model 4.5 or newer. Supports, but does not require, Render Graph. Built-in Render Pipeline and HDRP are not supported.

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