Everything-claude-code liquid-glass-design
iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
install
source · Clone the upstream repo
git clone https://github.com/affaan-m/everything-claude-code
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/affaan-m/everything-claude-code "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/liquid-glass-design" ~/.claude/skills/affaan-m-everything-claude-code-liquid-glass-design-024aa2 && rm -rf "$T"
manifest:
skills/liquid-glass-design/SKILL.mdsource content
Liquid Glass Design System (iOS 26)
Patterns for implementing Apple's Liquid Glass — a dynamic material that blurs content behind it, reflects color and light from surrounding content, and reacts to touch and pointer interactions. Covers SwiftUI, UIKit, and WidgetKit integration.
When to Activate
- Building or updating apps for iOS 26+ with the new design language
- Implementing glass-style buttons, cards, toolbars, or containers
- Creating morphing transitions between glass elements
- Applying Liquid Glass effects to widgets
- Migrating existing blur/material effects to the new Liquid Glass API
Core Pattern — SwiftUI
Basic Glass Effect
The simplest way to add Liquid Glass to any view:
Text("Hello, World!") .font(.title) .padding() .glassEffect() // Default: regular variant, capsule shape
Customizing Shape and Tint
Text("Hello, World!") .font(.title) .padding() .glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
Key customization options:
— standard glass effect.regular
— add color tint for prominence.tint(Color)
— react to touch and pointer interactions.interactive()- Shape:
(default),.capsule
,.rect(cornerRadius:).circle
Glass Button Styles
Button("Click Me") { /* action */ } .buttonStyle(.glass) Button("Important") { /* action */ } .buttonStyle(.glassProminent)
GlassEffectContainer for Multiple Elements
Always wrap multiple glass views in a container for performance and morphing:
GlassEffectContainer(spacing: 40.0) { HStack(spacing: 40.0) { Image(systemName: "scribble.variable") .frame(width: 80.0, height: 80.0) .font(.system(size: 36)) .glassEffect() Image(systemName: "eraser.fill") .frame(width: 80.0, height: 80.0) .font(.system(size: 36)) .glassEffect() } }
The
spacing parameter controls merge distance — closer elements blend their glass shapes together.
Uniting Glass Effects
Combine multiple views into a single glass shape with
glassEffectUnion:
@Namespace private var namespace GlassEffectContainer(spacing: 20.0) { HStack(spacing: 20.0) { ForEach(symbolSet.indices, id: \.self) { item in Image(systemName: symbolSet[item]) .frame(width: 80.0, height: 80.0) .glassEffect() .glassEffectUnion(id: item < 2 ? "group1" : "group2", namespace: namespace) } } }
Morphing Transitions
Create smooth morphing when glass elements appear/disappear:
@State private var isExpanded = false @Namespace private var namespace GlassEffectContainer(spacing: 40.0) { HStack(spacing: 40.0) { Image(systemName: "scribble.variable") .frame(width: 80.0, height: 80.0) .glassEffect() .glassEffectID("pencil", in: namespace) if isExpanded { Image(systemName: "eraser.fill") .frame(width: 80.0, height: 80.0) .glassEffect() .glassEffectID("eraser", in: namespace) } } } Button("Toggle") { withAnimation { isExpanded.toggle() } } .buttonStyle(.glass)
Extending Horizontal Scrolling Under Sidebar
To allow horizontal scroll content to extend under a sidebar or inspector, ensure the
ScrollView content reaches the leading/trailing edges of the container. The system automatically handles the under-sidebar scrolling behavior when the layout extends to the edges — no additional modifier is needed.
Core Pattern — UIKit
Basic UIGlassEffect
let glassEffect = UIGlassEffect() glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3) glassEffect.isInteractive = true let visualEffectView = UIVisualEffectView(effect: glassEffect) visualEffectView.translatesAutoresizingMaskIntoConstraints = false visualEffectView.layer.cornerRadius = 20 visualEffectView.clipsToBounds = true view.addSubview(visualEffectView) NSLayoutConstraint.activate([ visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor), visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor), visualEffectView.widthAnchor.constraint(equalToConstant: 200), visualEffectView.heightAnchor.constraint(equalToConstant: 120) ]) // Add content to contentView let label = UILabel() label.text = "Liquid Glass" label.translatesAutoresizingMaskIntoConstraints = false visualEffectView.contentView.addSubview(label) NSLayoutConstraint.activate([ label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor), label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor) ])
UIGlassContainerEffect for Multiple Elements
let containerEffect = UIGlassContainerEffect() containerEffect.spacing = 40.0 let containerView = UIVisualEffectView(effect: containerEffect) let firstGlass = UIVisualEffectView(effect: UIGlassEffect()) let secondGlass = UIVisualEffectView(effect: UIGlassEffect()) containerView.contentView.addSubview(firstGlass) containerView.contentView.addSubview(secondGlass)
Scroll Edge Effects
scrollView.topEdgeEffect.style = .automatic scrollView.bottomEdgeEffect.style = .hard scrollView.leftEdgeEffect.isHidden = true
Toolbar Glass Integration
let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction)) favoriteButton.hidesSharedBackground = true // Opt out of shared glass background
Core Pattern — WidgetKit
Rendering Mode Detection
struct MyWidgetView: View { @Environment(\.widgetRenderingMode) var renderingMode var body: some View { if renderingMode == .accented { // Tinted mode: white-tinted, themed glass background } else { // Full color mode: standard appearance } } }
Accent Groups for Visual Hierarchy
HStack { VStack(alignment: .leading) { Text("Title") .widgetAccentable() // Accent group Text("Subtitle") // Primary group (default) } Image(systemName: "star.fill") .widgetAccentable() // Accent group }
Image Rendering in Accented Mode
Image("myImage") .widgetAccentedRenderingMode(.monochrome)
Container Background
VStack { /* content */ } .containerBackground(for: .widget) { Color.blue.opacity(0.2) }
Key Design Decisions
| Decision | Rationale |
|---|---|
| GlassEffectContainer wrapping | Performance optimization, enables morphing between glass elements |
parameter | Controls merge distance — fine-tune how close elements must be to blend |
+ | Enables smooth morphing transitions on view hierarchy changes |
modifier | Explicit opt-in for touch/pointer reactions — not all glass should respond |
| UIGlassContainerEffect in UIKit | Same container pattern as SwiftUI for consistency |
| Accented rendering mode in widgets | System applies tinted glass when user selects tinted Home Screen |
Best Practices
- Always use GlassEffectContainer when applying glass to multiple sibling views — it enables morphing and improves rendering performance
- Apply
after other appearance modifiers (frame, font, padding).glassEffect() - Use
only on elements that respond to user interaction (buttons, toggleable items).interactive() - Choose spacing carefully in containers to control when glass effects merge
- Use
when changing view hierarchies to enable smooth morphing transitionswithAnimation - Test across appearances — light mode, dark mode, and accented/tinted modes
- Ensure accessibility contrast — text on glass must remain readable
Anti-Patterns to Avoid
- Using multiple standalone
views without a GlassEffectContainer.glassEffect() - Nesting too many glass effects — degrades performance and visual clarity
- Applying glass to every view — reserve for interactive elements, toolbars, and cards
- Forgetting
in UIKit when using corner radiiclipsToBounds = true - Ignoring accented rendering mode in widgets — breaks tinted Home Screen appearance
- Using opaque backgrounds behind glass — defeats the translucency effect
When to Use
- Navigation bars, toolbars, and tab bars with the new iOS 26 design
- Floating action buttons and card-style containers
- Interactive controls that need visual depth and touch feedback
- Widgets that should integrate with the system's Liquid Glass appearance
- Morphing transitions between related UI states