Liquid Glass

rshankras/claude-code-apple-skills/skills/design/liquid-glass

作者 rshankras9ffb83138209无许可证784 个星标收录于 2026年10月9日更新于 2026年10月9日仓库2个月前更新

Implement Liquid Glass design using .glassEffect() API for iOS/macOS 26+. Covers SwiftUI, AppKit, UIKit, and WidgetKit. Use when creating modern glass-based UI effects.

AI 生成的概览

指导在 SwiftUI、AppKit、UIKit 和 WidgetKit 中实现 Apple Liquid Glass 设计,含代码示例与设计规则。

功能
该技能提供在 SwiftUI、AppKit、UIKit 和 WidgetKit 中应用 Apple Liquid Glass 材质的参考说明与代码片段。内容涵盖 .glassEffect() 修饰符、NSGlassEffectView、配合 UIVisualEffectView 的 UIGlassEffect、容器、形变过渡、按钮样式、滚动边缘效果以及小组件渲染模式。它还列出 WWDC25 设计规则,例如不要在玻璃上叠加玻璃、每个界面只使用一种变体。
适用场景
适用于在 Apple UI 代码中实现玻璃或模糊效果,或被问及 Liquid Glass、现代 Apple 设计、透明可交互控件、视图间形变过渡时。也适用于使用 UIVisualEffectView 的 UIKit 玻璃效果以及小组件中的 Liquid Glass。
运行要求
不附带脚本,仅为说明与代码示例。面向 iOS/macOS 26+ API,需具备包含 SwiftUI、AppKit、UIKit 或 WidgetKit 的 Apple 开发环境。

Liquid Glass Design

Implement Apple's Liquid Glass design language across all Apple UI frameworks. Covers SwiftUI (.glassEffect()), AppKit (NSGlassEffectView), UIKit (UIGlassEffect + UIVisualEffectView), and WidgetKit (rendering modes, accented content, glass elements in widgets).

When This Skill Activates

  • User wants glass/blur effects on views
  • User asks about Liquid Glass or modern Apple design
  • User needs transparent, interactive UI elements
  • User wants morphing transitions between views
  • User is implementing glass effects in UIKit with UIVisualEffectView
  • User needs UIGlassEffect or UIGlassContainerEffect
  • User asks about scroll view edge effects in UIKit
  • User wants Liquid Glass in widgets (WidgetKit)
  • User needs to support accented rendering mode in widgets
  • User asks about widget textures or mounting styles on visionOS

Design Rules (WWDC25)

Liquid Glass is the material of the navigation layer — bars, toolbars, floating controls — never the content layer (tables, lists, rows in a scroll view).

RuleDetail
Never glass on glassDon't stack glass. Elements sitting ON glass don't get the material again — style them with fills and vibrancy.
Two variants — never mix themRegular (default): works at any size, over anything, with adaptive legibility. Clear: only when ALL three hold — media-rich content underneath, a dimming layer is acceptable, and bold bright content sits above. Clear has no adaptive behaviors. One variant per interface.
Tint only primary actions"When every element is tinted, nothing stands out."
No steady-state intersectionsIn resting layouts, content shouldn't sit half-under a glass element — reposition or scale the content instead.
Strip decorated barsRemove customized bar backgrounds and borders; build hierarchy through layout and grouping, not decoration. Never group a symbol with a text label in one toolbar group. Action sheets spring from their source element.

Scroll edge effects keep floating elements separated from scrolling content: soft (gradual fade — the iOS default) vs hard (denser, with a dividing line — mostly macOS). One per view edge, and they're not decorative — don't add one where no floating UI elements exist.

Shape system — let containers do the math:

ShapeRadiusUse
FixedConstantStandalone elements
CapsuleHalf the element heightPhone-scale controls — add extra margin from the screen edge
ConcentricParent radius minus paddingNested containers (inner radii auto-calculate); iPad/Mac elements concentric with the window edge

Accessibility comes free at the system level: Reduced Motion decreases lensing and elastic effects; Increased Contrast renders glass elements black/white with a contrasting border. (Lensing is how glass appears — it materializes by modulating how it bends light, and adaptive shadows flip small elements light/dark for legibility over any content.)

Quick Start (SwiftUI)

Basic Glass Effect

swift
import SwiftUI
Text("Hello, World!")    .font(.title)    .padding()    .glassEffect()  // Capsule shape by default

Custom Shape

swift
Text("Hello")    .padding()    .glassEffect(in: .rect(cornerRadius: 16))
// Available shapes:// .capsule (default)// .rect(cornerRadius: CGFloat)// .rect(corner: .containerConcentric) — radius derived from the container, keeps nested shapes concentric// .circle

Interactive Glass

swift
Button("Tap Me") {    // action}.padding().glassEffect(.regular.interactive())

Tinted Glass

swift
Text("Important")    .padding()    .glassEffect(.regular.tint(.blue))

Glass Configuration Options

OptionDescriptionExample
.regularStandard glass effect.glassEffect(.regular)
.tint(Color)Add color tint.glassEffect(.regular.tint(.orange))
.interactive()Scale, bounce, and shimmer on touch/hover.glassEffect(.regular.interactive())

Multiple Glass Effects

GlassEffectContainer

When using multiple glass elements, wrap them in GlassEffectContainer for:

  • Better rendering performance
  • Proper blending between effects
  • Morphing transitions

This is correctness, not just performance: glass can not sample other glass, so nearby glass elements must share ONE container to render and blend correctly.

swift
GlassEffectContainer(spacing: 40.0) {    HStack(spacing: 40.0) {        Image(systemName: "star.fill")            .frame(width: 80, height: 80)            .font(.system(size: 36))            .glassEffect()
        Image(systemName: "heart.fill")            .frame(width: 80, height: 80)            .font(.system(size: 36))            .glassEffect()    }}

Spacing Parameter:

  • Controls when effects merge
  • Smaller spacing = views must be closer to merge
  • Larger spacing = effects merge at greater distances

Uniting Glass Effects

Combine views into a single glass effect using glassEffectUnion:

swift
@Namespace private var namespace
GlassEffectContainer(spacing: 20.0) {    HStack(spacing: 20.0) {        ForEach(items.indices, id: \.self) { index in            Image(systemName: items[index])                .frame(width: 60, height: 60)                .glassEffect()                .glassEffectUnion(                    id: index < 2 ? "group1" : "group2",                    namespace: namespace                )        }    }}

Morphing Transitions

Create fluid morphing effects when views appear/disappear.

Setup

  1. Create a namespace
  2. Assign glass effect IDs
  3. Use animations on state changes
swift
struct MorphingToolbar: View {    @State private var isExpanded = false    @Namespace private var namespace
    var body: some View {        GlassEffectContainer(spacing: 40.0) {            HStack(spacing: 40.0) {                // Always visible                Image(systemName: "pencil")                    .frame(width: 60, height: 60)                    .glassEffect()                    .glassEffectID("pencil", in: namespace)
                // Conditionally visible - will morph in/out                if isExpanded {                    Image(systemName: "eraser")                        .frame(width: 60, height: 60)                        .glassEffect()                        .glassEffectID("eraser", in: namespace)
                    Image(systemName: "ruler")                        .frame(width: 60, height: 60)                        .glassEffect()                        .glassEffectID("ruler", in: namespace)                }            }        }
        Button("Toggle") {            withAnimation(.spring(response: 0.4, dampingFraction: 0.8)) {                isExpanded.toggle()            }        }        .buttonStyle(.glass)    }}

Button Styles

Glass Button

swift
Button("Standard") {    // action}.buttonStyle(.glass)

Glass Prominent Button

swift
Button("Primary Action") {    // action}.buttonStyle(.glassProminent)

Advanced Techniques

Background Extension

Extend a hero image beyond the safe area — the system mirrors and blurs it under bars and sidebars:

swift
Image("hero")    .backgroundExtensionEffect()

Or stretch content under sidebar or inspector:

swift
NavigationSplitView {    SidebarView()} detail: {    DetailView()        .background {            Image("wallpaper")                .resizable()                .ignoresSafeArea()        }}

Horizontal Scroll Under Sidebar

swift
ScrollView(.horizontal) {    HStack {        ForEach(items) { item in            ItemView(item: item)        }    }}.scrollExtensionMode(.underSidebar)

Tab Bar Behaviors

swift
TabView {    // tabs}.tabBarMinimizeBehavior(.onScrollDown)  // Tab bar recedes while scrolling content.tabViewBottomAccessory {               // Persistent control docked above the tab bar    MiniPlayerView()}

Toolbar Spacers

Split toolbar items into separate glass groups instead of customizing bar backgrounds:

swift
.toolbar {    ToolbarItem { editButton }    ToolbarSpacer(.fixed)      // Visual break — starts a new glass group    ToolbarItem { shareButton }    ToolbarSpacer(.flexible)   // Pushes the following group apart    ToolbarItem { doneButton }}

Scroll Edge Effect Style

swift
ScrollView { content }    .scrollEdgeEffectStyle(.hard, for: .top)  // Hard style for dense UI, mostly macOS

Sheets

Remove custom presentationBackground modifiers — they interfere with the sheet's glass material and its morphing behavior.

AppKit Implementation

NSGlassEffectView

swift
import AppKit
// Create glass effect viewlet glassView = NSGlassEffectView(frame: NSRect(x: 20, y: 20, width: 200, height: 100))glassView.cornerRadius = 16.0glassView.tintColor = NSColor.systemBlue.withAlphaComponent(0.3)
// Create contentlet label = NSTextField(labelWithString: "Glass Content")label.translatesAutoresizingMaskIntoConstraints = false
// Set content viewglassView.contentView = label
// Add constraintsif let contentView = glassView.contentView {    NSLayoutConstraint.activate([        label.centerXAnchor.constraint(equalTo: contentView.centerXAnchor),        label.centerYAnchor.constraint(equalTo: contentView.centerYAnchor)    ])}

NSGlassEffectContainerView

swift
// Create containerlet container = NSGlassEffectContainerView(frame: bounds)container.spacing = 40.0
// Create content viewlet contentView = NSView(frame: container.bounds)container.contentView = contentView
// Add glass views to contentlet glass1 = NSGlassEffectView(frame: NSRect(x: 20, y: 50, width: 150, height: 100))let glass2 = NSGlassEffectView(frame: NSRect(x: 190, y: 50, width: 150, height: 100))
contentView.addSubview(glass1)contentView.addSubview(glass2)

Interactive AppKit Glass

swift
class InteractiveGlassView: NSGlassEffectView {    override init(frame: NSRect) {        super.init(frame: frame)        setupTracking()    }
    required init?(coder: NSCoder) {        super.init(coder: coder)        setupTracking()    }
    private func setupTracking() {        let options: NSTrackingArea.Options = [            .mouseEnteredAndExited,            .activeInActiveApp        ]        let trackingArea = NSTrackingArea(            rect: bounds,            options: options,            owner: self,            userInfo: nil        )        addTrackingArea(trackingArea)    }
    override func mouseEntered(with event: NSEvent) {        super.mouseEntered(with: event)        NSAnimationContext.runAnimationGroup { context in            context.duration = 0.2            animator().tintColor = NSColor.systemBlue.withAlphaComponent(0.2)        }    }
    override func mouseExited(with event: NSEvent) {        super.mouseExited(with: event)        NSAnimationContext.runAnimationGroup { context in            context.duration = 0.2            animator().tintColor = nil        }    }}

Common Patterns

Floating Action Bar

swift
struct FloatingActionBar: View {    @Namespace private var namespace
    var body: some View {        GlassEffectContainer(spacing: 20) {            HStack(spacing: 16) {                ForEach(actions) { action in                    Button {                        action.perform()                    } label: {                        Image(systemName: action.icon)                            .font(.title2)                    }                    .frame(width: 44, height: 44)                    .glassEffect(.regular.interactive())                    .glassEffectID(action.id, in: namespace)                }            }            .padding(.horizontal, 8)            .padding(.vertical, 4)        }    }}

Card with Glass Effect

For a card floating above content (e.g. overlaid on a map). Cards inside a scrolling list are content-layer — don't use glass there. Note the icon uses a fill, not a second glassEffect: elements on glass never get glass again.

swift
struct GlassCard: View {    let title: String    let subtitle: String    let icon: String
    var body: some View {        HStack(spacing: 16) {            Image(systemName: icon)                .font(.title)                .frame(width: 50, height: 50)                .background(.blue.opacity(0.15), in: .rect(cornerRadius: 12))
            VStack(alignment: .leading) {                Text(title)                    .font(.headline)                Text(subtitle)                    .font(.subheadline)                    .foregroundStyle(.secondary)            }
            Spacer()        }        .padding()        .glassEffect(in: .rect(cornerRadius: 16))    }}

Tab Bar with Morphing

swift
struct GlassTabBar: View {    @Binding var selection: Int    @Namespace private var namespace
    let tabs = [        ("house", "Home"),        ("magnifyingglass", "Search"),        ("person", "Profile")    ]
    var body: some View {        GlassEffectContainer(spacing: 30) {            HStack(spacing: 30) {                ForEach(tabs.indices, id: \.self) { index in                    Button {                        withAnimation(.spring(response: 0.35, dampingFraction: 0.8)) {                            selection = index                        }                    } label: {                        VStack(spacing: 4) {                            Image(systemName: tabs[index].0)                                .font(.title2)                            Text(tabs[index].1)                                .font(.caption)                        }                        .frame(width: 70, height: 60)                    }                    .glassEffect(                        selection == index                            ? .regular.tint(.blue).interactive()                            : .regular.interactive()                    )                    .glassEffectID("tab\(index)", in: namespace)                }            }        }    }}

Migration from Old API

Before (Old Approach)

swift
// Old: Using materials directlyVStack {    Text("Content")}.padding().background(.ultraThinMaterial).cornerRadius(16)

After (New API)

swift
// New: Using glassEffect modifierVStack {    Text("Content")}.padding().glassEffect(in: .rect(cornerRadius: 16))

Key Differences

Old ApproachNew API
.background(.material).glassEffect()
Manual corner radiusShape parameter
No interactivity.interactive() modifier
Manual tinting.tint(Color) modifier
No morphingglassEffectID + @Namespace
No container groupingGlassEffectContainer

UIKit Implementation

UIGlassEffect

Use UIVisualEffectView with a UIGlassEffect to create glass surfaces in UIKit:

swift
import UIKit
let glassEffect = UIGlassEffect()let visualEffectView = UIVisualEffectView(effect: glassEffect)visualEffectView.frame = CGRect(x: 50, y: 100, width: 300, height: 200)visualEffectView.layer.cornerRadius = 20visualEffectView.clipsToBounds = true
let label = UILabel()label.text = "Liquid Glass"label.textAlignment = .centerlabel.frame = visualEffectView.boundsvisualEffectView.contentView.addSubview(label)view.addSubview(visualEffectView)
Customizing the Glass Effect
swift
glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)glassEffect.isInteractive = true

Interactive Glass in UIKit

Set isInteractive = true on a UIGlassEffect to make it respond to touch:

swift
let interactiveGlassEffect = UIGlassEffect()interactiveGlassEffect.isInteractive = true
let glassButton = UIButton(frame: CGRect(x: 50, y: 300, width: 200, height: 50))glassButton.setTitle("Glass Button", for: .normal)glassButton.setTitleColor(.white, for: .normal)
let buttonEffectView = UIVisualEffectView(effect: interactiveGlassEffect)buttonEffectView.frame = glassButton.boundsbuttonEffectView.layer.cornerRadius = 15buttonEffectView.clipsToBounds = true
glassButton.insertSubview(buttonEffectView, at: 0)view.addSubview(glassButton)

UIGlassContainerEffect

Use UIGlassContainerEffect when combining multiple glass elements. This is the UIKit equivalent of SwiftUI's GlassEffectContainer -- it enables proper blending and morphing between glass views:

swift
let containerEffect = UIGlassContainerEffect()containerEffect.spacing = 40.0
let containerView = UIVisualEffectView(effect: containerEffect)containerView.frame = CGRect(x: 50, y: 400, width: 300, height: 200)
let firstGlassEffect = UIGlassEffect()let firstGlassView = UIVisualEffectView(effect: firstGlassEffect)firstGlassView.frame = CGRect(x: 20, y: 20, width: 100, height: 100)firstGlassView.layer.cornerRadius = 20firstGlassView.clipsToBounds = true
let secondGlassEffect = UIGlassEffect()secondGlassEffect.tintColor = UIColor.systemPink.withAlphaComponent(0.3)let secondGlassView = UIVisualEffectView(effect: secondGlassEffect)secondGlassView.frame = CGRect(x: 80, y: 60, width: 100, height: 100)secondGlassView.layer.cornerRadius = 20secondGlassView.clipsToBounds = true
containerView.contentView.addSubview(firstGlassView)containerView.contentView.addSubview(secondGlassView)view.addSubview(containerView)

Scroll View Edge Effects

UIKit scroll views now support configurable edge effects for Liquid Glass integration:

swift
let scrollView = UIScrollView(frame: view.bounds)scrollView.topEdgeEffect.style = .automaticscrollView.bottomEdgeEffect.style = .hardscrollView.leftEdgeEffect.isHidden = truescrollView.rightEdgeEffect.isHidden = true

Available Edge Effect Styles:

StyleDescription
.automaticSystem determines style based on context
.hardHard cutoff with a dividing line

UIScrollEdgeElementContainerInteraction

Coordinates glass elements (such as bottom toolbars) with scroll edge behavior:

swift
let interaction = UIScrollEdgeElementContainerInteraction()interaction.scrollView = scrollViewinteraction.edge = .bottombuttonContainer.addInteraction(interaction)

Toolbar Integration

UIKit navigation bar items integrate with Liquid Glass automatically; hidesSharedBackground opts an item out of the shared glass bar:

swift
let shareButton = UIBarButtonItem(    barButtonSystemItem: .action,    target: self,    action: #selector(shareAction))let favoriteButton = UIBarButtonItem(    image: UIImage(systemName: "heart"),    style: .plain,    target: self,    action: #selector(favoriteAction))favoriteButton.hidesSharedBackground = truenavigationItem.rightBarButtonItems = [shareButton, favoriteButton]

UIKit vs SwiftUI Comparison

SwiftUIUIKit
.glassEffect()UIVisualEffectView(effect: UIGlassEffect())
.glassEffect(.regular.interactive())UIGlassEffect() with isInteractive = true
.glassEffect(.regular.tint(.blue))UIGlassEffect() with tintColor = ...
GlassEffectContainer(spacing:)UIGlassContainerEffect() with spacing
.buttonStyle(.glass)Insert UIVisualEffectView as button subview

WidgetKit Implementation

Rendering Modes

Widgets support two rendering modes that affect how Liquid Glass is displayed:

ModeDescription
Full ColorDefault mode. Displays all colors, images, and transparency as designed.
AccentedUsed when tinted or clear appearance is chosen. Primary and accented content tinted white (iOS and macOS). Background replaced with themed glass or tinted color effect.

Accented Mode

Detect the rendering mode and adapt layout accordingly. Use .widgetAccentable() to mark views that should be tinted in accented mode:

swift
struct MyWidgetView: View {    @Environment(\.widgetRenderingMode) var renderingMode
    var body: some View {        if renderingMode == .accented {            // Layout optimized for accented mode            AccentedWidgetLayout()        } else {            // Standard full-color layout            FullColorWidgetLayout()        }    }}
Grouping Accent Content
swift
HStack(alignment: .center, spacing: 0) {    VStack(alignment: .leading) {        Text("Widget Title")            .font(.headline)            .widgetAccentable()        Text("Widget Subtitle")    }    Image(systemName: "star.fill")        .widgetAccentable()}
Image Rendering in Accented Mode
swift
Image("myImage")    .widgetAccentedRenderingMode(.monochrome)

Container Backgrounds

Define a container background for your widget content:

swift
var body: some View {    VStack {        // Widget content    }    .containerBackground(for: .widget) {        Color.blue.opacity(0.2)    }}

Background Removal

Prevent the system from removing the widget background. Note that marking a background as non-removable excludes the widget from contexts that require removable backgrounds (iPad Lock Screen, StandBy):

swift
var body: some WidgetConfiguration {    StaticConfiguration(kind: "MyWidget", provider: Provider()) { entry in        MyWidgetView(entry: entry)    }    .containerBackgroundRemovable(false)}

visionOS Textures and Mounting Styles

Widget Textures
swift
// Default glass texture.widgetTexture(.glass)
// Paper-like texture.widgetTexture(.paper)
Mounting Styles
swift
.supportedMountingStyles([.recessed, .elevated])
StyleDescription
.recessedWidget appears embedded into a vertical surface
.elevatedWidget appears on top of a surface

Custom Glass Elements in Widgets

Apply .glassEffect() and .buttonStyle(.glass) directly within widget views:

swift
// Glass text elementText("Custom Element")    .padding()    .glassEffect()
// Glass image elementImage(systemName: "star.fill")    .frame(width: 60, height: 60)    .glassEffect(.regular, in: .rect(cornerRadius: 12))
// Glass button in widgetButton("Action") { }    .buttonStyle(.glass)

Best Practices

  1. Use GlassEffectContainer for multiple glass views

    • Improves rendering performance
    • Enables morphing transitions
  2. Apply glass effect last in modifier chain

    • After frame, padding, and content modifiers
  3. Choose appropriate spacing in containers

    • Controls when effects blend together
  4. Use animations for state changes

    • Enables smooth morphing transitions
  5. Add interactivity for touchable elements

    • .interactive() for buttons and controls
  6. Tint sparingly — reserve tint for the primary action

    • See Design Rules: tinting everything makes nothing stand out
  7. Consistent shapes across your app

    • Establish a shape language (all capsules, or all rounded rects)

Checklist

SwiftUI

  • Use .glassEffect() instead of .background(.material)
  • Wrap multiple glass views in GlassEffectContainer
  • Add @Namespace for morphing transitions
  • Use .glassEffectID() on views that appear/disappear
  • Add .interactive() for touchable elements
  • Use .buttonStyle(.glass) for glass buttons
  • Test animations for smooth morphing

UIKit

  • Use UIVisualEffectView with UIGlassEffect for glass surfaces
  • Set isInteractive = true on glass effects for touchable elements
  • Wrap multiple glass views in UIGlassContainerEffect
  • Configure scroll view edge effects (.automatic or .hard)
  • Use UIScrollEdgeElementContainerInteraction for scroll-coordinated toolbars
  • Use hidesSharedBackground for toolbar items that need independent glass

WidgetKit

  • Detect widgetRenderingMode and adapt layout for accented mode
  • Mark accent content with .widgetAccentable()
  • Set .widgetAccentedRenderingMode() on images
  • Define .containerBackground(for: .widget) for backgrounds
  • Use .containerBackgroundRemovable(false) only when necessary
  • Apply .glassEffect() and .buttonStyle(.glass) in widget views
  • Configure .widgetTexture() and .supportedMountingStyles() for visionOS

General

  • Glass only on the navigation layer — never on content (tables, lists)
  • No glass stacked on glass; one variant (Regular or Clear) per interface
  • Only the primary action is tinted
  • Consider performance with many glass effects
  • Support both light and dark appearances

References

SwiftUI

AppKit

UIKit

WidgetKit

来源与署名

来源:rshankras/claude-code-apple-skills位于skills/design/liquid-glass提交9ffb831

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