00:00 / 00:00

Persona

Chromatic Aberration

A lens does not focus every wavelength at the same point, so edges away from the optical centre pick up a colour fringe. Persona reproduces it by sampling continuously along a short line running outward from the frame's centre and weighting those samples across a red→green→blue spectral ramp — producing a continuous dispersion trail

ControlRangeDefaultEffect
Strength0 – 10.2How far the dispersion reaches
Edge Blur0 – 11Whether the smear is continuous or three discrete taps

The centre of the frame never fringes — displacement grows with the cube of the distance from it, which is what keeps the effect reading as a lens rather than as a colour offset. Red stays put and blue lands fully displaced, so the fringe spreads outward the way a real lens does

The default of 0.2 is a subtle, believable amount. Anything above roughly half the slider stops looking like optics and starts looking like a damaged signal, and can be combined with Subspace Glitch™ for a signal-interference effect

Edge Blur

Edge Blur decides how densely the smear is sampled. At full it takes sixteen samples and the dispersion is one smooth continuous streak; at 0 only three remain, producing three distinct red, green and blue images

It is continuous, so anything between is a blend of the two. Drop it toward 0 for a clean retro three-channel split, or leave it at 1 for the soft dispersion of a modern lens

On Live2D

Aberration runs after the Live2D layer composites in, so it fringes a Live2D model exactly as it does a VRM. This gives both avatar formats a consistent lens effect

Last updated on September 20, 2026

Tech otakus destroy the world