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

DISCUSSION: FLEXIBLE IMAGE, FLEXIBLE BLUR | DISCORD | EMAIL


(Reviews prior to November 2025 are from a previous version of a similar asset, which recieved a free upgrade)


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.

Regular combined price: $73.50


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 specific 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!


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 allows stacked blur (ie. blur components can blur one another) in a shared camera setup. (Blurring other UI content requires additional cameras, same as every other solution)


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.)