LiquidGlassConfig class
Per-instance shape of the liquid-glass surface.
Translates to liquid_glass_renderer's lgr.LiquidGlassSettings under
the hood. All fields have HIG-derived defaults tuned against the iOS 26
Liquid Glass reference; override individually when a single surface
needs to deviate from the ambient LiquidGlassTheme.
- Annotations
Constructors
- LiquidGlassConfig({double thickness = 26.0, double blur = 3.0, double refractiveIndex = 1.28, double chromaticAberration = 0.06, double lightAngle = math.pi * 0.55, double lightIntensity = 0.85, double ambientStrength = 0.18, double saturation = 1.6, Color glassColor = const Color.fromARGB(14, 255, 255, 255), double outerShadowOpacity = 0.10})
-
Creates a LiquidGlassConfig with explicit values for every field.
const
Properties
- ambientStrength → double
-
Ambient highlight intensity (0..1). Adds a soft rim glow opposite
the primary light.
final
- blur → double
-
Backdrop blur applied behind the refraction pass. Liquid Glass is
more transparent than older frosted glass — keep this low. The
refraction does the heavy lifting.
final
- chromaticAberration → double
-
Strength of the RGB-channel split applied along the refraction
vector. Mimics the chromatic dispersion at the edges of a real lens.
final
- glassColor → Color
-
Translucent colour wash baked into the glass. Use a very-low-alpha
colour (default ≈ 14% white) — Liquid Glass is much more transparent
than the older blur-only frosted glass look.
final
- hashCode → int
-
The hash code for this object.
no setteroverride
- lightAngle → double
-
Angle (in radians) of the virtual light source illuminating the
droplet. Drives where the specular highlight curves across the rim.
final
- lightIntensity → double
-
Intensity of the primary specular highlight (0..1).
final
- outerShadowOpacity → double
-
Opacity of the soft outer shadow lifting the droplet off the
background. Rendered by the wrapping widget, not the shader. Set
to 0 to render flat.
final
- refractiveIndex → double
-
Optical refractive index. Water ≈ 1.33, common glass ≈ 1.50. Higher
values bend light more sharply, exaggerating the droplet effect.
final
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- saturation → double
-
Saturation multiplier applied to the refracted backdrop. Apple's
Liquid Glass is mildly super-saturated.
final
- thickness → double
-
Thickness of the simulated glass in logical pixels. Thicker surfaces
refract behind-content more strongly (bigger droplet).
final
Methods
-
adaptToBrightness(
Brightness brightness) → LiquidGlassConfig -
Returns a config adapted to the supplied
brightness. Dark mode flips the tint to a low-luminance variant, brightens the ambient rim, and beefs up the outer shadow per Apple's dark-mode Liquid Glass spec. -
copyWith(
{double? thickness, double? blur, double? refractiveIndex, double? chromaticAberration, double? lightAngle, double? lightIntensity, double? ambientStrength, double? saturation, Color? glassColor, double? outerShadowOpacity}) → LiquidGlassConfig - Returns a new config with the supplied fields replaced.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toRendererSettings(
) → LiquidGlassSettings - Returns the underlying renderer settings derived from this config.
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
override