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liquid-glass skill

/skills/design/liquid-glass

This skill helps you implement Liquid Glass UI in SwiftUI using the glassEffect API for modern, interactive, and morphing designs.

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---
name: liquid-glass
description: 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.
allowed-tools: [Read, Write, Edit, Glob, Grep, AskUserQuestion]
---

# 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 to Use

- 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

## 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)
// .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

| Option | Description | Example |
|--------|-------------|---------|
| `.regular` | Standard glass effect | `.glassEffect(.regular)` |
| `.tint(Color)` | Add color tint | `.glassEffect(.regular.tint(.orange))` |
| `.interactive()` | React to 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

```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

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)
```

## AppKit Implementation

### NSGlassEffectView

```swift
import AppKit

// Create glass effect view
let glassView = NSGlassEffectView(frame: NSRect(x: 20, y: 20, width: 200, height: 100))
glassView.cornerRadius = 16.0
glassView.tintColor = NSColor.systemBlue.withAlphaComponent(0.3)

// Create content
let label = NSTextField(labelWithString: "Glass Content")
label.translatesAutoresizingMaskIntoConstraints = false

// Set content view
glassView.contentView = label

// Add constraints
if let contentView = glassView.contentView {
    NSLayoutConstraint.activate([
        label.centerXAnchor.constraint(equalTo: contentView.centerXAnchor),
        label.centerYAnchor.constraint(equalTo: contentView.centerYAnchor)
    ])
}
```

### NSGlassEffectContainerView

```swift
// Create container
let container = NSGlassEffectContainerView(frame: bounds)
container.spacing = 40.0

// Create content view
let contentView = NSView(frame: container.bounds)
container.contentView = contentView

// Add glass views to content
let 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

```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)
                .glassEffect(.regular.tint(.blue))

            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 directly
VStack {
    Text("Content")
}
.padding()
.background(.ultraThinMaterial)
.cornerRadius(16)
```

### After (New API)

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

### Key Differences

| Old Approach | New API |
|--------------|---------|
| `.background(.material)` | `.glassEffect()` |
| Manual corner radius | Shape parameter |
| No interactivity | `.interactive()` modifier |
| Manual tinting | `.tint(Color)` modifier |
| No morphing | `glassEffectID` + `@Namespace` |
| No container grouping | `GlassEffectContainer` |

## 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 = 20
visualEffectView.clipsToBounds = true

let label = UILabel()
label.text = "Liquid Glass"
label.textAlignment = .center
label.frame = visualEffectView.bounds
visualEffectView.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.bounds
buttonEffectView.layer.cornerRadius = 15
buttonEffectView.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 = 20
firstGlassView.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 = 20
secondGlassView.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 = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
scrollView.rightEdgeEffect.isHidden = true
```

**Available Edge Effect Styles:**

| Style | Description |
|-------|-------------|
| `.automatic` | System determines style based on context |
| `.hard` | Hard cutoff with a dividing line |

### UIScrollEdgeElementContainerInteraction

Use `UIScrollEdgeElementContainerInteraction` to coordinate glass elements (such as bottom toolbars) with scroll edge behavior:

```swift
let interaction = UIScrollEdgeElementContainerInteraction()
interaction.scrollView = scrollView
interaction.edge = .bottom
buttonContainer.addInteraction(interaction)
```

### Toolbar Integration

UIKit navigation bar items integrate with Liquid Glass automatically. Use `hidesSharedBackground` to opt individual items 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 = true
navigationItem.rightBarButtonItems = [shareButton, favoriteButton]
```

### UIKit vs SwiftUI Comparison

| SwiftUI | UIKit |
|---------|-------|
| `.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:

| Mode | Description |
|------|-------------|
| **Full Color** | Default mode. Displays all colors, images, and transparency as designed. |
| **Accented** | Used 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])
```

| Style | Description |
|-------|-------------|
| `.recessed` | Widget appears embedded into a vertical surface |
| `.elevated` | Widget appears on top of a surface |

### Custom Glass Elements in Widgets

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

```swift
// Glass text element
Text("Custom Element")
    .padding()
    .glassEffect()

// Glass image element
Image(systemName: "star.fill")
    .frame(width: 60, height: 60)
    .glassEffect(.regular, in: .rect(cornerRadius: 12))

// Glass button in widget
Button("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 strategically** to indicate state
   - Selected items, primary actions

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
- [ ] Consider performance with many glass effects
- [ ] Support both light and dark appearances

## References

### SwiftUI
- [Applying Liquid Glass to custom views](https://developer.apple.com/documentation/SwiftUI/Applying-Liquid-Glass-to-custom-views)
- [Landmarks: Building an app with Liquid Glass](https://developer.apple.com/documentation/SwiftUI/Landmarks-Building-an-app-with-Liquid-Glass)
- [SwiftUI GlassEffectContainer](https://developer.apple.com/documentation/SwiftUI/GlassEffectContainer)

### AppKit
- [AppKit NSGlassEffectView](https://developer.apple.com/documentation/AppKit/NSGlassEffectView)

### UIKit
- [UIKit UIGlassEffect](https://developer.apple.com/documentation/UIKit/UIGlassEffect)
- [UIKit UIGlassContainerEffect](https://developer.apple.com/documentation/UIKit/UIGlassContainerEffect)
- [UIKit UIVisualEffectView](https://developer.apple.com/documentation/UIKit/UIVisualEffectView)
- [UIScrollEdgeElementContainerInteraction](https://developer.apple.com/documentation/UIKit/UIScrollEdgeElementContainerInteraction)

### WidgetKit
- [WidgetKit Rendering Modes](https://developer.apple.com/documentation/WidgetKit/WidgetRenderingMode)
- [widgetAccentable()](https://developer.apple.com/documentation/SwiftUI/View/widgetAccentable(_:))
- [containerBackground(for:)](https://developer.apple.com/documentation/SwiftUI/View/containerBackground(for:alignment:content:))

Overview

This skill implements Apple's Liquid Glass design language with the modern .glassEffect() API for iOS and macOS 16+. It provides ready-to-use SwiftUI modifiers, container views, button styles, and AppKit helpers to create glass, tint, and morphing UI effects. Use it to build modern, transparent, interactive interfaces with smooth transitions.

How this skill works

The skill exposes SwiftUI modifiers like .glassEffect(in:), .glassEffect(.regular.tint(_:)), .interactive(), plus GlassEffectContainer and glassEffectUnion/ID APIs for grouping and morphing. It also includes AppKit equivalents (NSGlassEffectView and NSGlassEffectContainerView) for macOS. Effects blend and animate when grouped, and glassEffectID with @Namespace enables fluid morphing between view states.

When to use it

  • When you need glass/blur backgrounds and translucent controls
  • To add interactive, touch- or hover-reactive UI elements
  • When you want morphing transitions between views using glassEffectID and @Namespace
  • To replace old material-based backgrounds (.background(.material)) with a modern API
  • When grouping multiple glass elements for performance and blending

Best practices

  • Wrap multiple glass elements in GlassEffectContainer to improve rendering and enable proper blending
  • Apply .glassEffect() last in the modifier chain after frame, padding, and layout modifiers
  • Pick consistent shapes (capsule, rect with cornerRadius, or circle) to maintain a cohesive shape language
  • Use glassEffectID with a shared @Namespace for smooth morphing transitions and animate state changes
  • Add .interactive() to touchable elements and use .tint(Color) to signal selection or importance
  • Adjust GlassEffectContainer spacing to control when effects merge; smaller spacing merges sooner

Example use cases

  • Floating action bars with interactive glass buttons that morph into expanded state
  • Card components with tinted glass backgrounds and consistent corner radii
  • Tab bars that animate selection by tinting and using glassEffectID for morphing
  • Toolbars or tool palettes that reveal/hide items and smoothly morph using @Namespace
  • AppKit windows using NSGlassEffectView for sidebar or inspector glass panels

FAQ

How do I make multiple glass views blend correctly?

Wrap them in GlassEffectContainer and tune its spacing; use glassEffectUnion or shared IDs to unify separate effects.

When should I prefer .tint() vs .interactive()?

.tint(Color) is for visual state indication (selected/primary). .interactive() enables touch/hover responses; they can be combined.

Can I migrate from .background(.material) to this API easily?

Yes—replace material backgrounds with .glassEffect(in: .rect(cornerRadius:)) and move corner radius to the shape parameter; add .interactive() and glassEffectID as needed.