[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6DR4475CBF7MZ4H3F7FCSNC":3,"skill-same:01M6DR4475CBF7MZ4H3F7FCSNC":71},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":27,"publishedAt":39,"linkOnly":40,"markdownContent":41,"markdownBody":42,"frontMatter":43,"refName":44,"commitSha":45,"skillDirectory":46,"forksCount":47,"repositoryHtmlUrl":48,"repositoryHomepageUrl":6,"ownerHtmlUrl":49,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":50,"install":51,"resources":64},"01M6DR4475CBF7MZ4H3F7FCSNC","liquid-glass-design",null,"iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.","AntifragileTech\u002Fantifragile-claude-code","AntifragileTech","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F174357194?v=4","01M6DQCYMK4CDSQQAN0ZC72NTV","01M6DQCYS9YPW1WKMQ5TJMPQ43",9,"MIT","https:\u002F\u002Fgithub.com\u002FAntifragileTech\u002Fantifragile-claude-code\u002Fblob\u002Fmaster\u002Fassets\u002Fskills\u002Fdev\u002Fliquid-glass-design\u002FSKILL.md",[17,22],{"categoryNo":18,"categoryName":19,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",{"categoryNo":23,"categoryName":24,"taxonomyType":25,"taxonomyTypeDesc":26},"01JBSEEDCAT000000000000032","设计师","PROFESSION","适用职业",[28,29,30,31,32,33,34,35,36,37,38],"design","liquid glass","liquid glass design","design system","ios","system","swiftui","uikit","interactive","reflection","material","2026-11-10 10:12:30",false,"---\nname: liquid-glass-design\ndescription: iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.\n---\n\n# Liquid Glass Design System (iOS 26)\n\nPatterns 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.\n\n## When to Activate\n\n- Building or updating apps for iOS 26+ with the new design language\n- Implementing glass-style buttons, cards, toolbars, or containers\n- Creating morphing transitions between glass elements\n- Applying Liquid Glass effects to widgets\n- Migrating existing blur\u002Fmaterial effects to the new Liquid Glass API\n\n## Core Pattern — SwiftUI\n\n### Basic Glass Effect\n\nThe simplest way to add Liquid Glass to any view:\n\n```swift\nText(\"Hello, World!\")\n    .font(.title)\n    .padding()\n    .glassEffect()  \u002F\u002F Default: regular variant, capsule shape\n```\n\n### Customizing Shape and Tint\n\n```swift\nText(\"Hello, World!\")\n    .font(.title)\n    .padding()\n    .glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))\n```\n\nKey customization options:\n- `.regular` — standard glass effect\n- `.tint(Color)` — add color tint for prominence\n- `.interactive()` — react to touch and pointer interactions\n- Shape: `.capsule` (default), `.rect(cornerRadius:)`, `.circle`\n\n### Glass Button Styles\n\n```swift\nButton(\"Click Me\") { \u002F* action *\u002F }\n    .buttonStyle(.glass)\n\nButton(\"Important\") { \u002F* action *\u002F }\n    .buttonStyle(.glassProminent)\n```\n\n### GlassEffectContainer for Multiple Elements\n\nAlways wrap multiple glass views in a container for performance and morphing:\n\n```swift\nGlassEffectContainer(spacing: 40.0) {\n    HStack(spacing: 40.0) {\n        Image(systemName: \"scribble.variable\")\n            .frame(width: 80.0, height: 80.0)\n            .font(.system(size: 36))\n            .glassEffect()\n\n        Image(systemName: \"eraser.fill\")\n            .frame(width: 80.0, height: 80.0)\n            .font(.system(size: 36))\n            .glassEffect()\n    }\n}\n```\n\nThe `spacing` parameter controls merge distance — closer elements blend their glass shapes together.\n\n### Uniting Glass Effects\n\nCombine multiple views into a single glass shape with `glassEffectUnion`:\n\n```swift\n@Namespace private var namespace\n\nGlassEffectContainer(spacing: 20.0) {\n    HStack(spacing: 20.0) {\n        ForEach(symbolSet.indices, id: \\.self) { item in\n            Image(systemName: symbolSet[item])\n                .frame(width: 80.0, height: 80.0)\n                .glassEffect()\n                .glassEffectUnion(id: item \u003C 2 ? \"group1\" : \"group2\", namespace: namespace)\n        }\n    }\n}\n```\n\n### Morphing Transitions\n\nCreate smooth morphing when glass elements appear\u002Fdisappear:\n\n```swift\n@State private var isExpanded = false\n@Namespace private var namespace\n\nGlassEffectContainer(spacing: 40.0) {\n    HStack(spacing: 40.0) {\n        Image(systemName: \"scribble.variable\")\n            .frame(width: 80.0, height: 80.0)\n            .glassEffect()\n            .glassEffectID(\"pencil\", in: namespace)\n\n        if isExpanded {\n            Image(systemName: \"eraser.fill\")\n                .frame(width: 80.0, height: 80.0)\n                .glassEffect()\n                .glassEffectID(\"eraser\", in: namespace)\n        }\n    }\n}\n\nButton(\"Toggle\") {\n    withAnimation { isExpanded.toggle() }\n}\n.buttonStyle(.glass)\n```\n\n### Extending Horizontal Scrolling Under Sidebar\n\nTo allow horizontal scroll content to extend under a sidebar or inspector, ensure the `ScrollView` content reaches the leading\u002Ftrailing 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.\n\n## Core Pattern — UIKit\n\n### Basic UIGlassEffect\n\n```swift\nlet glassEffect = UIGlassEffect()\nglassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)\nglassEffect.isInteractive = true\n\nlet visualEffectView = UIVisualEffectView(effect: glassEffect)\nvisualEffectView.translatesAutoresizingMaskIntoConstraints = false\nvisualEffectView.layer.cornerRadius = 20\nvisualEffectView.clipsToBounds = true\n\nview.addSubview(visualEffectView)\nNSLayoutConstraint.activate([\n    visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor),\n    visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor),\n    visualEffectView.widthAnchor.constraint(equalToConstant: 200),\n    visualEffectView.heightAnchor.constraint(equalToConstant: 120)\n])\n\n\u002F\u002F Add content to contentView\nlet label = UILabel()\nlabel.text = \"Liquid Glass\"\nlabel.translatesAutoresizingMaskIntoConstraints = false\nvisualEffectView.contentView.addSubview(label)\nNSLayoutConstraint.activate([\n    label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor),\n    label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor)\n])\n```\n\n### UIGlassContainerEffect for Multiple Elements\n\n```swift\nlet containerEffect = UIGlassContainerEffect()\ncontainerEffect.spacing = 40.0\n\nlet containerView = UIVisualEffectView(effect: containerEffect)\n\nlet firstGlass = UIVisualEffectView(effect: UIGlassEffect())\nlet secondGlass = UIVisualEffectView(effect: UIGlassEffect())\n\ncontainerView.contentView.addSubview(firstGlass)\ncontainerView.contentView.addSubview(secondGlass)\n```\n\n### Scroll Edge Effects\n\n```swift\nscrollView.topEdgeEffect.style = .automatic\nscrollView.bottomEdgeEffect.style = .hard\nscrollView.leftEdgeEffect.isHidden = true\n```\n\n### Toolbar Glass Integration\n\n```swift\nlet favoriteButton = UIBarButtonItem(image: UIImage(systemName: \"heart\"), style: .plain, target: self, action: #selector(favoriteAction))\nfavoriteButton.hidesSharedBackground = true  \u002F\u002F Opt out of shared glass background\n```\n\n## Core Pattern — WidgetKit\n\n### Rendering Mode Detection\n\n```swift\nstruct MyWidgetView: View {\n    @Environment(\\.widgetRenderingMode) var renderingMode\n\n    var body: some View {\n        if renderingMode == .accented {\n            \u002F\u002F Tinted mode: white-tinted, themed glass background\n        } else {\n            \u002F\u002F Full color mode: standard appearance\n        }\n    }\n}\n```\n\n### Accent Groups for Visual Hierarchy\n\n```swift\nHStack {\n    VStack(alignment: .leading) {\n        Text(\"Title\")\n            .widgetAccentable()  \u002F\u002F Accent group\n        Text(\"Subtitle\")\n            \u002F\u002F Primary group (default)\n    }\n    Image(systemName: \"star.fill\")\n        .widgetAccentable()  \u002F\u002F Accent group\n}\n```\n\n### Image Rendering in Accented Mode\n\n```swift\nImage(\"myImage\")\n    .widgetAccentedRenderingMode(.monochrome)\n```\n\n### Container Background\n\n```swift\nVStack { \u002F* content *\u002F }\n    .containerBackground(for: .widget) {\n        Color.blue.opacity(0.2)\n    }\n```\n\n## Key Design Decisions\n\n| Decision | Rationale |\n|----------|-----------|\n| GlassEffectContainer wrapping | Performance optimization, enables morphing between glass elements |\n| `spacing` parameter | Controls merge distance — fine-tune how close elements must be to blend |\n| `@Namespace` + `glassEffectID` | Enables smooth morphing transitions on view hierarchy changes |\n| `interactive()` modifier | Explicit opt-in for touch\u002Fpointer reactions — not all glass should respond |\n| UIGlassContainerEffect in UIKit | Same container pattern as SwiftUI for consistency |\n| Accented rendering mode in widgets | System applies tinted glass when user selects tinted Home Screen |\n\n## Best Practices\n\n- **Always use GlassEffectContainer** when applying glass to multiple sibling views — it enables morphing and improves rendering performance\n- **Apply `.glassEffect()` after** other appearance modifiers (frame, font, padding)\n- **Use `.interactive()`** only on elements that respond to user interaction (buttons, toggleable items)\n- **Choose spacing carefully** in containers to control when glass effects merge\n- **Use `withAnimation`** when changing view hierarchies to enable smooth morphing transitions\n- **Test across appearances** — light mode, dark mode, and accented\u002Ftinted modes\n- **Ensure accessibility contrast** — text on glass must remain readable\n\n## Anti-Patterns to Avoid\n\n- Using multiple standalone `.glassEffect()` views without a GlassEffectContainer\n- Nesting too many glass effects — degrades performance and visual clarity\n- Applying glass to every view — reserve for interactive elements, toolbars, and cards\n- Forgetting `clipsToBounds = true` in UIKit when using corner radii\n- Ignoring accented rendering mode in widgets — breaks tinted Home Screen appearance\n- Using opaque backgrounds behind glass — defeats the translucency effect\n\n## When to Use\n\n- Navigation bars, toolbars, and tab bars with the new iOS 26 design\n- Floating action buttons and card-style containers\n- Interactive controls that need visual depth and touch feedback\n- Widgets that should integrate with the system's Liquid Glass appearance\n- Morphing transitions between related UI states\n","# Liquid Glass Design System (iOS 26)\n\nPatterns 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.\n\n## When to Activate\n\n- Building or updating apps for iOS 26+ with the new design language\n- Implementing glass-style buttons, cards, toolbars, or containers\n- Creating morphing transitions between glass elements\n- Applying Liquid Glass effects to widgets\n- Migrating existing blur\u002Fmaterial effects to the new Liquid Glass API\n\n## Core Pattern — SwiftUI\n\n### Basic Glass Effect\n\nThe simplest way to add Liquid Glass to any view:\n\n```swift\nText(\"Hello, World!\")\n    .font(.title)\n    .padding()\n    .glassEffect()  \u002F\u002F Default: regular variant, capsule shape\n```\n\n### Customizing Shape and Tint\n\n```swift\nText(\"Hello, World!\")\n    .font(.title)\n    .padding()\n    .glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))\n```\n\nKey customization options:\n- `.regular` — standard glass effect\n- `.tint(Color)` — add color tint for prominence\n- `.interactive()` — react to touch and pointer interactions\n- Shape: `.capsule` (default), `.rect(cornerRadius:)`, `.circle`\n\n### Glass Button Styles\n\n```swift\nButton(\"Click Me\") { \u002F* action *\u002F }\n    .buttonStyle(.glass)\n\nButton(\"Important\") { \u002F* action *\u002F }\n    .buttonStyle(.glassProminent)\n```\n\n### GlassEffectContainer for Multiple Elements\n\nAlways wrap multiple glass views in a container for performance and morphing:\n\n```swift\nGlassEffectContainer(spacing: 40.0) {\n    HStack(spacing: 40.0) {\n        Image(systemName: \"scribble.variable\")\n            .frame(width: 80.0, height: 80.0)\n            .font(.system(size: 36))\n            .glassEffect()\n\n        Image(systemName: \"eraser.fill\")\n            .frame(width: 80.0, height: 80.0)\n            .font(.system(size: 36))\n            .glassEffect()\n    }\n}\n```\n\nThe `spacing` parameter controls merge distance — closer elements blend their glass shapes together.\n\n### Uniting Glass Effects\n\nCombine multiple views into a single glass shape with `glassEffectUnion`:\n\n```swift\n@Namespace private var namespace\n\nGlassEffectContainer(spacing: 20.0) {\n    HStack(spacing: 20.0) {\n        ForEach(symbolSet.indices, id: \\.self) { item in\n            Image(systemName: symbolSet[item])\n                .frame(width: 80.0, height: 80.0)\n                .glassEffect()\n                .glassEffectUnion(id: item \u003C 2 ? \"group1\" : \"group2\", namespace: namespace)\n        }\n    }\n}\n```\n\n### Morphing Transitions\n\nCreate smooth morphing when glass elements appear\u002Fdisappear:\n\n```swift\n@State private var isExpanded = false\n@Namespace private var namespace\n\nGlassEffectContainer(spacing: 40.0) {\n    HStack(spacing: 40.0) {\n        Image(systemName: \"scribble.variable\")\n            .frame(width: 80.0, height: 80.0)\n            .glassEffect()\n            .glassEffectID(\"pencil\", in: namespace)\n\n        if isExpanded {\n            Image(systemName: \"eraser.fill\")\n                .frame(width: 80.0, height: 80.0)\n                .glassEffect()\n                .glassEffectID(\"eraser\", in: namespace)\n        }\n    }\n}\n\nButton(\"Toggle\") {\n    withAnimation { isExpanded.toggle() }\n}\n.buttonStyle(.glass)\n```\n\n### Extending Horizontal Scrolling Under Sidebar\n\nTo allow horizontal scroll content to extend under a sidebar or inspector, ensure the `ScrollView` content reaches the leading\u002Ftrailing 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.\n\n## Core Pattern — UIKit\n\n### Basic UIGlassEffect\n\n```swift\nlet glassEffect = UIGlassEffect()\nglassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)\nglassEffect.isInteractive = true\n\nlet visualEffectView = UIVisualEffectView(effect: glassEffect)\nvisualEffectView.translatesAutoresizingMaskIntoConstraints = false\nvisualEffectView.layer.cornerRadius = 20\nvisualEffectView.clipsToBounds = true\n\nview.addSubview(visualEffectView)\nNSLayoutConstraint.activate([\n    visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor),\n    visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor),\n    visualEffectView.widthAnchor.constraint(equalToConstant: 200),\n    visualEffectView.heightAnchor.constraint(equalToConstant: 120)\n])\n\n\u002F\u002F Add content to contentView\nlet label = UILabel()\nlabel.text = \"Liquid Glass\"\nlabel.translatesAutoresizingMaskIntoConstraints = false\nvisualEffectView.contentView.addSubview(label)\nNSLayoutConstraint.activate([\n    label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor),\n    label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor)\n])\n```\n\n### UIGlassContainerEffect for Multiple Elements\n\n```swift\nlet containerEffect = UIGlassContainerEffect()\ncontainerEffect.spacing = 40.0\n\nlet containerView = UIVisualEffectView(effect: containerEffect)\n\nlet firstGlass = UIVisualEffectView(effect: UIGlassEffect())\nlet secondGlass = UIVisualEffectView(effect: UIGlassEffect())\n\ncontainerView.contentView.addSubview(firstGlass)\ncontainerView.contentView.addSubview(secondGlass)\n```\n\n### Scroll Edge Effects\n\n```swift\nscrollView.topEdgeEffect.style = .automatic\nscrollView.bottomEdgeEffect.style = .hard\nscrollView.leftEdgeEffect.isHidden = true\n```\n\n### Toolbar Glass Integration\n\n```swift\nlet favoriteButton = UIBarButtonItem(image: UIImage(systemName: \"heart\"), style: .plain, target: self, action: #selector(favoriteAction))\nfavoriteButton.hidesSharedBackground = true  \u002F\u002F Opt out of shared glass background\n```\n\n## Core Pattern — WidgetKit\n\n### Rendering Mode Detection\n\n```swift\nstruct MyWidgetView: View {\n    @Environment(\\.widgetRenderingMode) var renderingMode\n\n    var body: some View {\n        if renderingMode == .accented {\n            \u002F\u002F Tinted mode: white-tinted, themed glass background\n        } else {\n            \u002F\u002F Full color mode: standard appearance\n        }\n    }\n}\n```\n\n### Accent Groups for Visual Hierarchy\n\n```swift\nHStack {\n    VStack(alignment: .leading) {\n        Text(\"Title\")\n            .widgetAccentable()  \u002F\u002F Accent group\n        Text(\"Subtitle\")\n            \u002F\u002F Primary group (default)\n    }\n    Image(systemName: \"star.fill\")\n        .widgetAccentable()  \u002F\u002F Accent group\n}\n```\n\n### Image Rendering in Accented Mode\n\n```swift\nImage(\"myImage\")\n    .widgetAccentedRenderingMode(.monochrome)\n```\n\n### Container Background\n\n```swift\nVStack { \u002F* content *\u002F }\n    .containerBackground(for: .widget) {\n        Color.blue.opacity(0.2)\n    }\n```\n\n## Key Design Decisions\n\n| Decision | Rationale |\n|----------|-----------|\n| GlassEffectContainer wrapping | Performance optimization, enables morphing between glass elements |\n| `spacing` parameter | Controls merge distance — fine-tune how close elements must be to blend |\n| `@Namespace` + `glassEffectID` | Enables smooth morphing transitions on view hierarchy changes |\n| `interactive()` modifier | Explicit opt-in for touch\u002Fpointer reactions — not all glass should respond |\n| UIGlassContainerEffect in UIKit | Same container pattern as SwiftUI for consistency |\n| Accented rendering mode in widgets | System applies tinted glass when user selects tinted Home Screen |\n\n## Best Practices\n\n- **Always use GlassEffectContainer** when applying glass to multiple sibling views — it enables morphing and improves rendering performance\n- **Apply `.glassEffect()` after** other appearance modifiers (frame, font, padding)\n- **Use `.interactive()`** only on elements that respond to user interaction (buttons, toggleable items)\n- **Choose spacing carefully** in containers to control when glass effects merge\n- **Use `withAnimation`** when changing view hierarchies to enable smooth morphing transitions\n- **Test across appearances** — light mode, dark mode, and accented\u002Ftinted modes\n- **Ensure accessibility contrast** — text on glass must remain readable\n\n## Anti-Patterns to Avoid\n\n- Using multiple standalone `.glassEffect()` views without a GlassEffectContainer\n- Nesting too many glass effects — degrades performance and visual clarity\n- Applying glass to every view — reserve for interactive elements, toolbars, and cards\n- Forgetting `clipsToBounds = true` in UIKit when using corner radii\n- Ignoring accented rendering mode in widgets — breaks tinted Home Screen appearance\n- Using opaque backgrounds behind glass — defeats the translucency effect\n\n## When to Use\n\n- Navigation bars, toolbars, and tab bars with the new iOS 26 design\n- Floating action buttons and card-style containers\n- Interactive controls that need visual depth and touch feedback\n- Widgets that should integrate with the system's Liquid Glass appearance\n- Morphing transitions between related UI states\n",{"name":5,"description":7},"master","c73386b305dec167db7654e0e6feacb462d4f9dc","assets\u002Fskills\u002Fdev\u002Fliquid-glass-design",1,"https:\u002F\u002Fgithub.com\u002FAntifragileTech\u002Fantifragile-claude-code","https:\u002F\u002Fgithub.com\u002FAntifragileTech","2026-10-02 14:22:14",{"source":8,"skillName":5,"commands":52,"prompt":62,"zipAvailable":63},[53,56,59],{"tool":54,"command":55},"npx","npx skills add 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