liquid-glass
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.
What this skill does
# 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
## 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 {
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