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
| Control | Range | Default | Effect |
|---|---|---|---|
| Strength | 0 – 1 | 0.2 | How far the dispersion reaches |
| Edge Blur | 0 – 1 | 1 | Whether 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