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Glass Shader v4

A powerful glass refraction shader with frosted glass effects, procedural imperfections, dynamic lighting, and animated bevel ripples. Create realistic glass distortion effects for titles, transitions, and creative looks.

Overview

Glass Shader v4 simulates the optical properties of glass, including:

  • Refraction - Light bending through glass surfaces
  • Frosted Glass - Diffuse blur for privacy glass or stylized looks
  • Chromatic Aberration - Color separation at glass edges
  • Procedural Imperfections - Animated noise ripples in the glass
  • Dynamic Lighting - Two-light specular highlights
  • Animated Bevels - Rippling edge effects using distance fields
Pro Tip: Start with a simple height map (white shape on black background) to see the effect clearly. The alpha channel of your height map defines where glass effects are applied.

Quick Start

  1. Apply the effect to a clip on your timeline
  2. Connect a Height Map to the "HeightMap" input (white = glass, black = no effect)
  3. Adjust Refraction Strength to control how much the background distorts
  4. Enable Frosted Glass for a diffused, privacy-glass look
  5. Add Lighting for specular highlights that sell the 3D illusion

Inputs

Input Required Description
Source Yes The background image that will be refracted
HeightMap No Grayscale image defining glass shape and height. White = full glass effect, black = no effect. Alpha channel can be used for masking.
Height Map Tips: Use gradients in your height map for curved glass surfaces. The grayscale values represent height - white areas appear to bulge outward, creating stronger refraction.

Parameters

Height Map Processing

Parameter Type Default Range Description
Alpha Softness float 8.0 1.0 - 150.0 Softens the height map edges. Minimum 8.0 required to prevent playback artifacts.
Important: Keep Alpha Softness at 8.0 or higher. Lower values can cause flickering during playback due to edge aliasing.

Glass Properties

Parameter Type Default Range Description
Refraction Strength float 170.0 -400.0 to 400.0 Controls how much the image distorts through the glass. Positive values push outward, negative pull inward.
Enable Chromatic Aberration bool false - Enables color separation effect at refraction edges
Color Spread float 0.2 0.0 - 1.0 Amount of chromatic aberration (RGB channel separation)
Frosted Glass Amount float 0.0 0.0 - 50.0 Blurs the image inside the height map alpha to simulate frosting
Glass Color color white - Color tint applied to glass regions

Refraction Strength

The core parameter of the effect. Higher values create more dramatic distortion:

  • 0-50: Subtle, realistic window glass
  • 50-150: Noticeable distortion, good for titles
  • 150-300: Strong effect, artistic glass looks
  • 300+: Extreme distortion for creative effects

Negative values invert the refraction direction, making the glass appear concave instead of convex.

Chromatic Aberration

When enabled, each color channel (Red, Green, Blue) refracts slightly differently, creating the rainbow fringing seen in real optical systems. This is especially visible at high refraction strengths and adds realism to the effect.

Ripple Imperfections

Add procedural noise to create imperfect, organic-looking glass surfaces.

Parameter Type Default Range Description
Enable Imperfections bool false - Add procedural noise ripples to the height map
Amplitude float 0.2 0.0 - 200.0 Strength of the noise ripples
Scale float 1.0 0.01 - 100.0 Overall scale of noise pattern (larger = bigger features)
Scale Horizontal float 1.0 0.01 - 10.0 Horizontal scale multiplier
Scale Vertical float 1.0 0.01 - 10.0 Vertical scale multiplier
Octaves int 3 1 - 8 Number of noise layers (more = more detail)
Lacunarity float 2.0 1.0 - 4.0 Frequency multiplier per octave
Mask Dampen float 0.0 0.0 - 1.0 Reduce noise inside original mask (0 = full noise, 1 = no noise inside mask)

Animation Controls

Parameter Type Default Range Description
Animate Noise bool false - Enable time-based noise animation
Speed X float 0.0 -10.0 to 10.0 Horizontal animation speed
Speed Y float 0.0 -10.0 to 10.0 Vertical animation speed
Evolution Speed float 0.0 -10.0 to 10.0 Noise evolution speed (Z dimension)
Animation Tip: Use Evolution Speed for subtle, organic movement without the noise pattern visibly scrolling. Combine with small X/Y speeds for a flowing water effect.

Lighting & Specular

Create the illusion of 3D depth with specular highlights.

Parameter Type Default Range Description
Enable Lighting bool false - Enable directional lighting and specular highlights
Overall Intensity float 1.0 0.0 - 10.0 Master intensity for all lights
Surface Relief Strength float 50.0 -250.0 to 250.0 Height multiplier for lighting calculations

Light 1 (Primary)

Parameter Type Default Description
Light 1 Color color white Color of the first light
Light 1 Intensity float 1.0 Brightness (0.0 - 5.0)
Light 1 Direction X float -10.0 Horizontal position (-100 to 100)
Light 1 Direction Y float 10.0 Vertical position (-100 to 100)

Light 2 (Fill/Accent)

Parameter Type Default Description
Enable Light 2 bool false Enable second light source
Light 2 Color color warm white Color of the second light
Light 2 Intensity float 0.5 Brightness (0.0 - 5.0)
Light 2 Direction X float 10.0 Horizontal position
Light 2 Direction Y float -10.0 Vertical position
Parameter Type Default Range Description
Specular Exponent float 5.0 1.0 - 50.0 Sharpness of highlights (higher = tighter/sharper)

Bevel

Add a soft glow/bevel around the height map edges using Jump Flood Algorithm (JFA) distance fields.

Parameter Type Default Range Description
Enable Bevel bool false - Add a bevel/glow around height map edges
Bevel Height float 0.065 0.0 - 1.0 Starting height value at the edge
Bevel Distance float 0.4 0.001 - 0.5 How far the bevel extends (fraction of frame diagonal)
Bevel Falloff float 2.2 0.1 - 5.0 Falloff curve (1.0 = linear, >1 = fast start/slow end)

Bevel Ripples

Add animated sine wave ripples to the bevel area for water caustic or energy field effects.

Parameter Type Default Range Description
Enable Ripples bool false - Add sine wave ripples to bevel
Ripple Amplitude float 0.65 0.0 - 2.0 Height of ripple waves
Ripple Wavelength float 4.8 0.5 - 50.0 Wavelength (higher = longer waves)
Ripple Frequency float -0.8 -20.0 to 20.0 Animation speed (negative = inward, positive = outward)
Amplitude Falloff float 3.5 0.1 - 10.0 How quickly amplitude decreases with distance
Wavelength Falloff float 3.5 0.1 - 10.0 How wavelength grows with distance

Advanced

Parameter Type Default Range Description
Clip to Original Mask bool false - Limit effect to original height map boundaries (prevents imperfection spill)
Edge Mode choice Clamp Clamp/Mirror How to handle samples outside image boundaries
JFA Threshold float 0.5 0.0 - 1.0 Alpha threshold for edge detection in distance field

Tips & Tricks

Creating Realistic Glass

  1. Use a gradient height map for curved surfaces
  2. Enable Chromatic Aberration with a subtle Color Spread (0.1-0.2)
  3. Add Lighting with the light positioned to match your scene
  4. Keep Frosted Glass at 0 for clear glass, or 5-15 for light frosting

Animated Water Caustics

  1. Enable Bevel with Ripples
  2. Set Ripple Frequency to a negative value for inward-moving rings
  3. Adjust Wavelength and Amplitude for desired wave pattern
  4. Enable Imperfections with Animate Noise for organic variation

Title Glass Effect

  1. Use your title as the Height Map (white text on black)
  2. Set Refraction Strength to 100-200
  3. Enable Lighting with one light from upper-left
  4. Optional: Add subtle Frosted Glass (5-10) for a softer look

Troubleshooting

Effect not visible

  • Check that your Height Map is connected
  • Verify Height Map has white areas where you want the effect
  • Increase Refraction Strength

Flickering during playback

  • Increase Alpha Softness (minimum 8.0)
  • Check your Height Map for hard edges

Bevel not appearing

  • Enable Bevel in the Bevel group
  • Increase Bevel Distance
  • Check JFA Threshold - may need adjustment for your height map

Performance issues

  • Reduce Imperfection Octaves
  • Disable features you're not using
  • Bevel Ripples are computationally expensive - disable when not needed