affaan-m/ECC

liquid-glass-design

iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.

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See how to use itView GitHub source
npx skills add https://github.com/affaan-m/ECC --skill "skills/liquid-glass-design"
Automated source guide

Source checked Jul 28, 2026·Refresh due Oct 26, 2026

Reorganized from the pinned upstream SKILL.md

Turn liquid-glass-design's source instructions into a guide you can follow

According to the pinned SKILL.md from affaan-m/ECC: 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.

npx skills add https://github.com/affaan-m/ECC --skill "skills/liquid-glass-design"
Check the pinned source

Best fit

  • 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

Bring this context

  • A concrete task that matches the documented purpose of liquid-glass-design.
  • The files, examples, or context the task depends on.
  • Your constraints, target environment, and definition of done.

Expected outputs

  • A result that follows the pinned liquid-glass-design instructions.
  • A concise record of assumptions, inputs used, and unresolved questions.
  • A final check against the source workflow and relevant permission signals.

Key source sections

Read liquid-glass-design through these 5 source sections

Sections are extracted automatically from the pinned SKILL.md and link back to the source.

01

When to Activate

Building or updating apps for iOS 26+ with the new design language

SKILL.md · When to Activate
Building or updating apps for iOS 26+ with the new design languageImplementing glass-style buttons, cards, toolbars, or containersCreating morphing transitions between glass elements
02

Core Pattern — SwiftUI

The simplest way to add Liquid Glass to any view:

SKILL.md · Core Pattern — SwiftUI
.regular — standard glass effect.tint(Color) — add color tint for prominence.interactive() — react to touch and pointer interactions
04

Customizing Shape and Tint

Key customization options: - .regular — standard glass effect - .tint(Color) — add color tint for prominence - .interactive() — react to touch and pointer interactions - Shape: .capsule (default), .rect(cornerRadius:), .circle

SKILL.md · Customizing Shape and Tint
.regular — standard glass effect.tint(Color) — add color tint for prominence.interactive() — react to touch and pointer interactions
05

Glass Button Styles

Review the “Glass Button Styles” section in the pinned source before continuing.

SKILL.md · Glass Button Styles
Review and apply the “Glass Button Styles” source section.

SkillSignal prompt templates

Provide the task, context, and acceptance criteria

These prompts were written by SkillSignal from the source structure; they are not upstream text.

Task-start prompt

Confirm source fit, inputs, and outputs before acting.

Use liquid-glass-design to help me with: [specific task]. Context: [files, data, or background]. Constraints: [environment, scope, and prohibited actions]. Before acting, check the pinned SKILL.md and explain which sections apply, what inputs are still missing, and what you will deliver.

Source-guided execution

Make the Agent explicitly follow the key extracted sections.

Apply the pinned liquid-glass-design source to [task]. Pay particular attention to these source sections: “When to Activate”, “Core Pattern — SwiftUI”, “Basic Glass Effect”, “Customizing Shape and Tint”, “Glass Button Styles”. Preserve the important decision at each step. Mark facts not covered by the source as “needs confirmation” instead of inventing them. Then verify the result against my acceptance criteria: [criteria].

Result-review prompt

Check omissions, permissions, and source drift before delivery.

Review the current liquid-glass-design result: (1) does it satisfy the original task; (2) were any applicable steps or limits in the pinned SKILL.md missed; (3) did it perform any unauthorized file, command, network, or data action; and (4) which conclusions remain unverified? List issues first, then fix only what the source or user authorization supports.

Output checklist

Verify each item before delivery

The task matches the purpose documented in the SKILL.md.

The source section “When to Activate” has been checked.

The source section “Core Pattern — SwiftUI” has been checked.

The source section “Basic Glass Effect” has been checked.

The source section “Customizing Shape and Tint” has been checked.

Inputs, constraints, and acceptance criteria are explicit.

Unverified facts, compatibility, and outcome claims are clearly marked.

Any file, command, network, or data action has been reviewed.

Choose a different workflow

When another Skill is the better fit

FAQ

What does liquid-glass-design do?

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.

How do I start using liquid-glass-design?

The catalog detected this source-specific install command: npx skills add https://github.com/affaan-m/ECC --skill "skills/liquid-glass-design". Inspect the command and pinned source before running it.

Which Agent platforms does it declare?

No dedicated Agent platform is declared in the pinned source record.

Repository stars
234,327
Repository forks
35,711
Quality
76/100
Source repository last pushed

Quality breakdown

Based on traceable docs and repository signals; stars are not treated as quality.

76/100
Documentation27/30
Specificity14/25
Maintenance18/20
Trust signals17/25

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View original Skill.mdThis page is parsed directly from the repository SKILL.md without editorial rewriting. Collected: Jul 28, 2026 · about 3 min

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:

  • .regular — standard glass effect
  • .tint(Color) — add color tint for prominence
  • .interactive() — react to touch and pointer interactions
  • Shape: .capsule (default), .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

DecisionRationale
GlassEffectContainer wrappingPerformance optimization, enables morphing between glass elements
spacing parameterControls merge distance — fine-tune how close elements must be to blend
@Namespace + glassEffectIDEnables smooth morphing transitions on view hierarchy changes
interactive() modifierExplicit opt-in for touch/pointer reactions — not all glass should respond
UIGlassContainerEffect in UIKitSame container pattern as SwiftUI for consistency
Accented rendering mode in widgetsSystem 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 .glassEffect() after other appearance modifiers (frame, font, padding)
  • Use .interactive() only on elements that respond to user interaction (buttons, toggleable items)
  • Choose spacing carefully in containers to control when glass effects merge
  • Use withAnimation when changing view hierarchies to enable smooth morphing transitions
  • 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 .glassEffect() views without a GlassEffectContainer
  • Nesting too many glass effects — degrades performance and visual clarity
  • Applying glass to every view — reserve for interactive elements, toolbars, and cards
  • Forgetting clipsToBounds = true in UIKit when using corner radii
  • 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
Source repo
affaan-m/ECC
Skill path
skills/liquid-glass-design/SKILL.md
Commit SHA
4e973d3eaf92
Repository license
MIT
Data collected