/axiom-liquid-glass
Apple Liquid Glass design system — comprehensive design philosophy, implementation guide, and technical API reference from WWDC 2025. Covers design principles (iOS-native glass hierarchy, restraint over spectacle), implementation patterns (Regular vs Clear variants, SwiftUI
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Apple Liquid Glass design system — comprehensive design philosophy, implementation guide, and technical API reference from WWDC 2025. Covers design principles (iOS-native glass hierarchy, restraint over spectacle), implementation patterns (Regular vs Clear variants, SwiftUI
SKILL.md
axiom-liquid-glass.SKILL.mdname: axiom-liquid-glass
description: Apple Liquid Glass design system — comprehensive design philosophy, implementation guide, and technical API reference from WWDC 2025. Covers design principles (iOS-native glass hierarchy, restraint over spectacle), implementation patterns (Regular vs Clear variants, SwiftUI glassEffect API, scroll edge effects, tinting), platform adaptation (iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+), accessibility, performance, testing, design review frameworks, and iOS-native UI redesign guidance.
user-invocable: true
skill_type: discipline
version: 1.2.0
apple_platforms: iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+
domain: design
Liquid Glass — Apple's Design System
When to Use This Skill
- 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
- Redesigning a mobile app UI to feel iOS-native with glass materials
- Understanding Regular vs Clear variants, tinting, legibility
- Conducting design reviews with professional push-back frameworks
---
Part 1: Design Philosophy
Core Principles
- **Native over custom** — Use system components and patterns first
- **Restraint over spectacle** — Glass is a tool for hierarchy, not decoration
- **Material is functional, not decorative** — Improves clarity and depth
- **"Feels obvious" rather than "looks fancy"** — Calm, confident, inevitable
- **Glass complements content** — Lets content shine through
Avoid trendy glassmorphism gimmicks. Glass effects should appear only where they improve clarity and depth. Every screen should feel like it belongs in a first-party Apple app.
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 Material Hierarchy
Use glass materials to express depth and context:
| Material | Use For | Visual Weight | |----------|---------|---------------| | Ultra-thin | Subtle overlays, toolbars, floating controls | Lightest | | Regular | Cards needing gentle separation | Medium | | Thick | Bottom sheets, modals, areas requiring strong readability | Heaviest |
**Rules:**
- Background must remain legible through blur (never "muddy")
- Material opacity and blur should scale with background complexity
- Prefer fewer, larger glass surfaces over many small glass chips
---
Part 2: Visual Properties
1. Lensing (Primary Characteristic)
Liquid Glass defines itself through **lensing** — the warping and bending of light that communicates presence, motion, and form. Unlike previous materials that scattered light, Liquid Glass uses instinctive visual cues from the natural world.
- Dynamically concentrates and shapes light in real-time
- Provides definition against background while feeling visually grounded
- Controls feel ultra-lightweight and transparent while visually distinguishable
- Elements materialize in/out by modulating light bending (not fading)
2. Motion & Fluidity
- **Instant flex and energize** — Responds to interaction by flexing with light
- **Gel-like flexibility** — Communicates transient, malleable nature
- **Temporary lift** — Elements can lift into Liquid Glass on interaction
- **Dynamic morphing** — Continuously shape-shifts between app states
- **Lightweight transitions** — Menus pop open in-line, maintaining relationship to source
- Smooth, natural easing (no playful bounce unless system-like)
- Motion explains hierarchy, not decoration
3. Adaptive Behavior
Liquid Glass **continuously adapts** without fixed light/dark appearance:
- Shadows become more prominent when text scrolls underneath
- Tint and dynamic range shift to ensure legibility
- Independently switches light/dark to feel at home in any context
- Larger elements (menus, sidebars) simulate thicker material
- Ambient environment subtly spills onto surface
---
Part 3: 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)
Button("Tap Me") { }
.glassEffect()
.interactive()**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 — Use 95% of the Time)
- Most versatile, full visual and adaptive effects
- Provides legibility regardless of context
- Works in any size, over any content
**When to use**: Navigation bars, tab bars, toolbars, buttons, menus, sidebars
NavigationView {
// Content
}
.glassEffect() // Uses Regular variant by defaultClear Variant (Special Cases Only)
- Permanently more transparent, no adaptive behaviors
- **Requires dimming layer** for legibility
**Use ONLY when ALL three conditions are met**: 1. Element is over **media-rich content** 2. Content layer won't be negatively affected by **dimming layer** 3. Content above glass is **bold and bright**
ZStack {
MediaRichBackground()
.overlay(.black.opacity(0.3)) // Dimming layer
BoldBrightControl()
.glassEffect(.clear)
}**WARNING**: Using Clear without meeting all three conditions results in poor legi
Read more
name: axiom-liquid-glass description: Apple Liquid Glass design system — comprehensive design philosophy, implementation guide, and technical API reference from WWDC 2025. Covers design principles (iOS-native glass hierarchy, restraint over spectacle), implementation patterns (Regular vs Clear variants, SwiftUI glassEffect API, scroll edge effects, tinting), platform adaptation (iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+), accessibility, performance, testing, design review frameworks, and iOS-native UI redesign guidance. user-invocable: true skill_type: discipline version: 1.2.0 apple_platforms: iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+ domain: design
Liquid Glass — Apple's Design System
When to Use This Skill
- 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
- Redesigning a mobile app UI to feel iOS-native with glass materials
- Understanding Regular vs Clear variants, tinting, legibility
- Conducting design reviews with professional push-back frameworks
---
Part 1: Design Philosophy
Core Principles
- **Native over custom** — Use system components and patterns first
- **Restraint over spectacle** — Glass is a tool for hierarchy, not decoration
- **Material is functional, not decorative** — Improves clarity and depth
- **"Feels obvious" rather than "looks fancy"** — Calm, confident, inevitable
- **Glass complements content** — Lets content shine through
Avoid trendy glassmorphism gimmicks. Glass effects should appear only where they improve clarity and depth. Every screen should feel like it belongs in a first-party Apple app.
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 Material Hierarchy
Use glass materials to express depth and context:
| Material | Use For | Visual Weight | |----------|---------|---------------| | Ultra-thin | Subtle overlays, toolbars, floating controls | Lightest | | Regular | Cards needing gentle separation | Medium | | Thick | Bottom sheets, modals, areas requiring strong readability | Heaviest |
**Rules:**
- Background must remain legible through blur (never "muddy")
- Material opacity and blur should scale with background complexity
- Prefer fewer, larger glass surfaces over many small glass chips
---
Part 2: Visual Properties
1. Lensing (Primary Characteristic)
Liquid Glass defines itself through **lensing** — the warping and bending of light that communicates presence, motion, and form. Unlike previous materials that scattered light, Liquid Glass uses instinctive visual cues from the natural world.
- Dynamically concentrates and shapes light in real-time
- Provides definition against background while feeling visually grounded
- Controls feel ultra-lightweight and transparent while visually distinguishable
- Elements materialize in/out by modulating light bending (not fading)
2. Motion & Fluidity
- **Instant flex and energize** — Responds to interaction by flexing with light
- **Gel-like flexibility** — Communicates transient, malleable nature
- **Temporary lift** — Elements can lift into Liquid Glass on interaction
- **Dynamic morphing** — Continuously shape-shifts between app states
- **Lightweight transitions** — Menus pop open in-line, maintaining relationship to source
- Smooth, natural easing (no playful bounce unless system-like)
- Motion explains hierarchy, not decoration
3. Adaptive Behavior
Liquid Glass **continuously adapts** without fixed light/dark appearance:
- Shadows become more prominent when text scrolls underneath
- Tint and dynamic range shift to ensure legibility
- Independently switches light/dark to feel at home in any context
- Larger elements (menus, sidebars) simulate thicker material
- Ambient environment subtly spills onto surface
---
Part 3: 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)
Button("Tap Me") { }
.glassEffect()
.interactive()**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 — Use 95% of the Time)
- Most versatile, full visual and adaptive effects
- Provides legibility regardless of context
- Works in any size, over any content
**When to use**: Navigation bars, tab bars, toolbars, buttons, menus, sidebars
NavigationView {
// Content
}
.glassEffect() // Uses Regular variant by defaultClear Variant (Special Cases Only)
- Permanently more transparent, no adaptive behaviors
- **Requires dimming layer** for legibility
**Use ONLY when ALL three conditions are met**: 1. Element is over **media-rich content** 2. Content layer won't be negatively affected by **dimming layer** 3. Content above glass is **bold and bright**
ZStack {
MediaRichBackground()
.overlay(.black.opacity(0.3)) // Dimming layer
BoldBrightControl()
.glassEffect(.clear)
}**WARNING**: Using Clear without meeting all three conditions results in poor legi
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