axiom-liquid-glass
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-liquid-glass
Agent 安装分布
Skill 文档
Liquid Glass â Apple’s New Material Design System
When to Use This Skill
Use when:
- Implementing Liquid Glass effects in your app
- Reviewing existing UI for Liquid Glass adoption opportunities
- Debugging visual artifacts with Liquid Glass materials
- Optimizing Liquid Glass performance
- Requesting expert review of Liquid Glass implementation
- Understanding when to use Regular vs Clear variants
- Troubleshooting tinting, legibility, or adaptive behavior issues
Related Skills
- Use
axiom-liquid-glass-reffor comprehensive app-wide adoption guidance (app icons, controls, navigation, menus, windows, platform considerations)
Example Prompts
- “How is Liquid Glass different from blur effects? Should I adopt it?”
- “My lensing effect looks like a regular blur. What am I missing?”
- “Liquid Glass looks odd on iPad vs iPhone. How do I adjust?”
- “How do I ensure text contrast on top of Liquid Glass?”
- “What are the expert criteria for reviewing a Liquid Glass implementation?”
What is Liquid Glass?
Liquid Glass is Apple’s next-generation material design system introduced at WWDC 2025. It represents a significant evolution from previous materials (Aqua, iOS 7 blurs, Dynamic Island) by creating a new digital meta-material that:
- Dynamically bends and shapes light (lensing) rather than scattering it
- Moves organically like a lightweight liquid, responding to touch and app dynamism
- Adapts automatically to size, environment, content, and light/dark modes
- Unifies design language across all Apple platforms (iOS, iPadOS, macOS, axiom-visionOS)
Core Philosophy: Liquid Glass complements the evolution of rounded, immersive screens with rounded, floating forms that feel natural to touch interaction while letting content shine through.
Visual Properties
1. Lensing (Primary Visual Characteristic)
Liquid Glass defines itself through lensing â warping and bending light to communicate presence, motion, and form. Elements materialize in/out by modulating light bending (not fading). Controls feel ultra-lightweight yet visually distinguishable.
2. Motion & Fluidity
- Responds to interaction by flexing with light
- Gel-like flexibility communicates transient, malleable nature
- Elements lift into Liquid Glass on interaction (controls)
- Dynamic morphing between app states as a singular floating plane
3. Adaptive Behavior
Liquid Glass continuously adapts without fixed light/dark appearance:
- Shadows intensify when text scrolls underneath; tint shifts for legibility
- Small elements (navbars) independently flip light/dark; large elements (menus, sidebars) don’t flip but adapt depth
- Ambient environment subtly spills onto surface
Implementation Guide
Basic API Usage
SwiftUI: glassEffect Modifier
// Basic usage - applies glass within capsule shape
Text("Hello")
.glassEffect()
// Custom shape
Text("Hello")
.glassEffect(in: RoundedRectangle(cornerRadius: 12))
// Interactive elements (iOS - for controls/containers)
Button("Tap Me") {
// action
}
.glassEffect()
.interactive() // Add for custom controls on iOS
Automatic Adoption: Simply recompiling with Xcode 26 brings Liquid Glass to standard controls automatically.
Variants: Regular vs Clear
CRITICAL DECISION: Never mix Regular and Clear in the same interface.
Regular Variant (Default â 95% of Cases)
Most versatile. Full adaptive effects, automatic legibility, works in any size over any content. Use for navigation bars, tab bars, toolbars, buttons, menus, sidebars.
Clear Variant (Special Cases Only)
Permanently more transparent, no adaptive behaviors. Requires dimming layer for legibility.
Use ONLY when ALL three conditions are met:
- Element is over media-rich content
- Content layer won’t be negatively affected by dimming layer
- Content above glass is bold and bright
Using Clear without meeting all three conditions results in poor legibility. See axiom-liquid-glass-ref for implementation examples.
Layered System Architecture
Liquid Glass is composed of four layers working together:
- Highlights â Light sources produce highlights responding to geometry; some respond to device motion
- Shadows â Content-aware: stronger over text, weaker over light backgrounds
- Internal Glow â Material illuminates from within on interaction; spreads to nearby glass elements
- Adaptive Tinting â Multiple layers adapt together to maintain hierarchy; all built-in automatically
Scroll Edge Effects
Scroll edge effects dissolve content into background as it scrolls, lifting glass above moving content. Use .scrollEdgeEffect(.hard) when pinned accessory views exist (e.g., column headers) for extra visual separation. See axiom-liquid-glass-ref for full API details.
Tinting & Color
Liquid Glass introduces adaptive tinting â selecting a color generates tones mapped to content brightness underneath, inspired by colored glass in reality. Compatible with all glass behaviors (morphing, adaptation, interaction).
Tinting Rules
// â
Tint primary actions only
Button("View Bag") { }.tint(.red).glassEffect()
// â Don't tint everything â when everything is tinted, nothing stands out
VStack {
Button("Action 1").tint(.blue).glassEffect()
Button("Action 2").tint(.green).glassEffect() // No hierarchy
}
// â Solid fills break Liquid Glass character
Button("Action") { }.background(.red) // Opaque, wrong
// â
Use .tint() instead of solid fills
Button("Action") { }.tint(.red).glassEffect() // Grounded in environment
Reserve tinting for primary UI actions. Use color in the content layer for overall app color scheme.
Legibility & Contrast
SwiftUI automatically uses vibrant text and tint colors within glass effects â no manual adjustment needed. Small elements (navbars, tabbars) flip light/dark for discernibility. Large elements (menus, sidebars) adapt but don’t flip (too distracting for large surface area). Symbols/glyphs mirror glass behavior and maximize contrast automatically.
Use custom tint colors selectively for distinct functional purpose (e.g., .tint(.orange) on a single toolbar button for emphasis).
Accessibility
Liquid Glass offers several accessibility features that modify material without sacrificing its magic:
Reduced Transparency
- Makes Liquid Glass frostier
- Obscures more content behind it
- Applied automatically when system setting enabled
Increased Contrast
- Makes elements predominantly black or white
- Highlights with contrasting border
- Applied automatically when system setting enabled
Reduced Motion
- Decreases intensity of effects
- Disables elastic properties
- Applied automatically when system setting enabled
Developer Action Required: None – all features available automatically when using Liquid Glass.
Performance Considerations
View Hierarchy Impact
Concern: Liquid Glass rendering cost in complex view hierarchies
Guidance:
- Regular variant optimized for performance
- Larger elements (menus, sidebars) use more pronounced effects but managed by system
- Avoid excessive nesting of glass elements
Optimization:
// â Avoid deep nesting
ZStack {
GlassContainer1()
.glassEffect()
ZStack {
GlassContainer2()
.glassEffect()
// More nesting...
}
}
// â
Flatten hierarchy
VStack {
GlassContainer1()
.glassEffect()
GlassContainer2()
.glassEffect()
}
Rendering Costs
Adaptive behaviors have computational cost:
- Light/dark switching
- Shadow adjustments
- Tint calculations
- Lensing effects
System handles optimization, but be mindful:
- Don’t animate Liquid Glass elements unnecessarily
- Use Clear variant sparingly (requires dimming layer computation)
- Profile with Instruments if experiencing performance issues
Testing Liquid Glass
Test across these configurations:
- Light/dark modes
- Reduced Transparency enabled
- Increased Contrast enabled
- Reduced Motion enabled
- Dynamic Type (larger text sizes)
- Content scrolling (verify scroll edge effects)
- Right-to-left languages
See axiom-ui-testing for comprehensive UI testing patterns including visual regression and accessibility testing.
Design Review Pressure: Defending Your Implementation
The Problem
Under design review pressure, you’ll face requests to:
- “Use Clear variant everywhere â Regular is too opaque”
- “Glass on all controls for visual cohesion”
- “More transparency to let content shine through”
These sound reasonable. But they violate the framework. Your job: defend using evidence, not opinion.
Red Flags â Designer Requests That Violate Skill Guidelines
If you hear ANY of these, STOP and reference the skill:
- â “Use Clear everywhere” â Clear requires three specific conditions, not design preference
- â “Glass looks better than fills” â Correct layer (navigation vs content) trumps aesthetics
- â “Users won’t notice the difference” â Clear variant fails legibility tests in low-contrast scenarios
- â “Stack glass on glass for consistency” â Explicitly prohibited; use fills instead
- â “Apply glass to Lists for sophistication” â Lists are content layer; causes visual confusion
How to Push Back Professionally
Step 1: Show the Framework
"I want to make this change, but let me show you Apple's guidance on Clear variant.
It requires THREE conditions:
1. Media-rich content background
2. Dimming layer for legibility
3. Bold, bright controls on top
Let me show which screens meet all three..."
Step 2: Demonstrate the Risk
Open the app on a device. Show:
- Clear variant in low-contrast scenario (unreadable)
- Regular variant in same scenario (legible)
Step 3: Offer Compromise
"Clear can work beautifully in these 6 hero sections where all three conditions apply.
Regular handles everything else with automatic legibility. Best of both worlds."
Step 4: Document the Decision
If overruled (designer insists on Clear everywhere):
Slack message to PM + designer:
"Design review decided to use Clear variant across all controls.
Important: Clear variant requires legibility testing in low-contrast scenarios
(bright sunlight, dark content). If we see accessibility issues after launch,
we'll need an expedited follow-up. I'm flagging this proactively."
Why this works
- You’re not questioning their taste (you like Clear too)
- You’re raising accessibility/legibility risk
- You’re offering a solution that preserves their vision in hero sections
- You’re documenting the decision (protects you post-launch)
Real-World Example: App Store Launch Blocker (36-Hour Deadline)
Scenario
- 36 hours to launch
- Chief designer says: “Clear variant everywhere”
- Client watching the review meeting
- You already implemented Regular per the skill
What to do
// In the meeting, demo side-by-side:
// Regular variant (current implementation)
NavigationBar()
.glassEffect() // Automatic legibility
// Clear variant (requested)
NavigationBar()
.glassEffect(.clear) // Requires dimming layer below
// Show the three-condition checklist
// Demonstrate which screens pass/fail
// Offer: Clear in hero sections, Regular elsewhere
Result
- 30-minute compromise demo
- 90 minutes to implement changes
- Launch on schedule with optimal legibility
- No post-launch accessibility complaints
When to Accept the Design Decision (Even If You Disagree)
Sometimes designers have valid reasons to override the skill. Accept if:
- They understand the three-condition framework
- They’re willing to accept legibility risks
- You document the decision in writing
- They commit to monitoring post-launch feedback
Document in Slack
"Design review decided to use Clear variant [in these locations].
We understand this requires:
- All three conditions met: [list them]
- Potential legibility issues in low-contrast scenarios
- Accessibility testing across brightness levels
Monitoring plan:
- Gather user feedback first 48 hours
- Run accessibility audit
- Have fallback to Regular variant ready for push if needed"
This protects both of you and shows you’re not blocking – just de-risking.
Expert Review Checklist
When reviewing Liquid Glass implementation (your code or others’), check:
1. Material Appropriateness
- Is Liquid Glass used only on navigation layer (not content)?
- Are standard controls getting glass automatically via Xcode 26 recompile?
- Is glass avoided on glass situations?
2. Variant Selection
- Is Regular variant used for most cases?
- If Clear variant used, do all three conditions apply?
- Over media-rich content?
- Dimming layer acceptable?
- Content above is bold and bright?
- Are Regular and Clear never mixed in same interface?
3. Legibility & Contrast
- Are primary actions selectively tinted (not everything)?
- Is color used in content layer for overall app color scheme?
- Are solid fills avoided on glass elements?
- Do elements maintain legibility on various backgrounds?
4. Layering & Hierarchy
- Are content intersections avoided in steady states?
- Are elements on top of glass using fills/transparency (not glass)?
- Is visual hierarchy clear (navigation layer vs content layer)?
5. Scroll Edge Effects
- Are scroll edge effects applied where Liquid Glass meets scrolling content?
- Is hard style used for pinned accessory views?
6. Accessibility
- Does implementation work with Reduced Transparency?
- Does implementation work with Increased Contrast?
- Does implementation work with Reduced Motion?
- Are interactive elements hittable in all configurations?
7. Performance
- Is view hierarchy reasonably flat?
- Are glass elements animated only when necessary?
- Is Clear variant used sparingly?
Common Mistakes & Solutions
Glass Placement Errors
// â Glass on content layer â competes with navigation
List(landmarks) { landmark in
LandmarkRow(landmark).glassEffect()
}
// â
Glass on navigation layer only
.toolbar {
ToolbarItem { Button("Add") { }.glassEffect() }
}
// â Clear without dimming â poor legibility
ZStack {
VideoPlayer(player: player)
PlayButton().glassEffect(.clear)
}
// â
Clear with dimming layer
ZStack {
VideoPlayer(player: player)
.overlay(.black.opacity(0.4))
PlayButton().glassEffect(.clear)
}
Over-Tinting
Tint primary action only. When everything is tinted, nothing stands out.
Static Material Expectations
Don’t hardcode shadows or fixed opacity. Embrace adaptive behavior â test across light/dark modes and backgrounds.
Troubleshooting
Visual Artifacts
Issue: Glass appears too transparent or invisible
Check:
- Are you using Clear variant? (Switch to Regular if inappropriate)
- Is background content extremely light or dark? (Glass adapts – this may be correct behavior)
- Is Reduced Transparency enabled? (Check accessibility settings)
Issue: Glass appears opaque or has harsh edges
Check:
- Are you using solid fills on glass? (Remove, use tinting)
- Is Increased Contrast enabled? (Expected behavior)
- Is custom shape too complex? (Simplify geometry)
Dark Mode Issues
Issue: Glass doesn’t flip to dark style on dark backgrounds
Check:
- Is element large (menu, sidebar)? (Large elements don’t flip – by design)
- Is background actually dark? (Use Color Picker to verify)
- Are you overriding appearance? (Remove
.preferredColorScheme()if unintended)
Issue: Content on glass not legible in dark mode
Fix:
// Let SwiftUI handle contrast automatically
Text("Label")
.foregroundStyle(.primary) // â
Adapts automatically
// Don't hardcode colors
Text("Label")
.foregroundColor(.black) // â Won't adapt to dark mode
Performance Issues
Issue: Scrolling feels janky with Liquid Glass
Debug:
- Profile with Instruments (see
axiom-swiftui-performanceskill) - Check for excessive view body updates
- Simplify view hierarchy under glass
- Verify not applying glass to content layer (major performance hit)
Issue: Animations stuttering
Check:
- Are you animating glass shape changes? (Expensive)
- Profile with SwiftUI Instrument for long view updates
- Consider reducing glass usage if critical path
Migration from Previous Materials
From UIBlurEffect / NSVisualEffectView
Before (UIKit):
let blurEffect = UIBlurEffect(style: .systemMaterial)
let blurView = UIVisualEffectView(effect: blurEffect)
view.addSubview(blurView)
After (SwiftUI with Liquid Glass):
ZStack {
// Content
}
.glassEffect()
Benefits: Automatic adaptation (no manual style switching), built-in interaction feedback, platform-appropriate appearance, accessibility features included.
From Custom Materials
- Try Liquid Glass first â may provide desired effect automatically
- Evaluate Regular vs Clear â Clear may match custom transparency needs
- Test across configurations â Liquid Glass adapts automatically
When to keep custom materials: Specific artistic effect not achievable with Liquid Glass, backward compatibility with iOS < 26 required, or non-standard UI paradigm incompatible with Liquid Glass principles.
UIKit + SwiftUI Interop
When migrating incrementally, glass effects apply per-framework:
- SwiftUI views get
.glassEffect()/.glassBackgroundEffect() - UIKit views use the UIKit Liquid Glass APIs (see
axiom-liquid-glass-reffor migration mapping) - Hosted SwiftUI views inside
UIHostingControllerget glass effects independently
See axiom-liquid-glass-ref for complete UIBlurEffect migration mapping table.
Backward Compatibility
UIDesignRequiresCompatibility Key (iOS 26)
To ship with latest SDKs while maintaining previous appearance:
<key>UIDesignRequiresCompatibility</key>
<true/>
Effect: App built with iOS 26 SDK, appearance matches iOS 18 and earlier, Liquid Glass effects disabled, previous blur/material styles used.
When to use: Need time to audit interface changes, gradual adoption strategy, or maintain exact appearance temporarily.
Migration strategy:
- Ship with
UIDesignRequiresCompatibilityenabled - Audit interface changes in separate build
- Update interface incrementally
- Remove key when ready for Liquid Glass
API Reference
For complete API reference including glassEffect(), glassBackgroundEffect(), toolbar modifiers, scroll edge effects, navigation/search APIs, controls/layout, GlassEffectContainer, glassEffectID, types, and backward compatibility, see axiom-liquid-glass-ref.
Resources
WWDC: 2025-219, 2025-256, 2025-323 (Build a SwiftUI app with the new design)
Docs: /technologyoverviews/adopting-liquid-glass, /swiftui/landmarks-building-an-app-with-liquid-glass, /swiftui/applying-liquid-glass-to-custom-views
Skills: axiom-liquid-glass-ref
Platforms: iOS 26+, iPadOS 26+, macOS Tahoe, axiom-visionOS 3 Xcode: 26+ History: See git log for changes