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Liquid Glass

Apple's next-generation material design system introduced at WWDC 2025. Liquid Glass dynamically bends light (lensing) rather than scattering it, creating controls that feel ultra-lightweight and transparent while remaining visually distinguishable.

When to Use This Skill

Use this skill when you're:

  • Implementing Liquid Glass effects in your app
  • Reviewing existing UI for Liquid Glass adoption opportunities
  • Debugging visual artifacts with Liquid Glass materials
  • Deciding between Regular and Clear variants
  • Handling design review pressure about material choices
  • Troubleshooting tinting, legibility, or adaptive behavior issues

Automatic adoption: Simply recompiling with Xcode 26 brings Liquid Glass to standard controls automatically.

Example Prompts

Questions you can ask Claude that will draw from this skill:

  • "How is Liquid Glass different from blur effects I've used before? Should I adopt it?"
  • "I'm implementing Liquid Glass but the lensing effect looks like a regular blur. What am I missing?"
  • "Liquid Glass works great on iPhone but looks odd on iPad. Should I adjust for different screen sizes?"
  • "How do I ensure text contrast while using Liquid Glass?"
  • "We want to do a design review of our Liquid Glass implementation. What are the expert criteria?"
  • "When should I use Clear variant vs Regular variant?"
  • "My designer wants Clear variant everywhere. How do I push back professionally?"

What's Covered

Visual Properties

  • Lensing (primary characteristic) — light bending vs scattering
  • Motion and fluidity — flex, energize, gel-like flexibility
  • Adaptive behavior — content-aware, platform-aware, no fixed light/dark

Variants

  • Regular (default, 95% of cases) — full adaptive behavior, automatic legibility
  • Clear (special cases) — requires 3 conditions: media-rich background, dimming layer acceptable, bold/bright content above

Implementation

  • glassEffect() modifier basics
  • glassBackgroundEffect() for custom views (iOS 26+)
  • scrollEdgeEffectStyle(_:for:) for custom bars
  • GlassEffectContainer for performance optimization
  • Toolbar patterns with Spacer(.fixed) and tinted buttons
  • Bottom-aligned search and search tab role

Design Principles

  • Reserve for navigation layer (not content)
  • Never stack glass on glass
  • Avoid content intersections in steady state
  • Tinting for primary actions only

Troubleshooting

  • Visual artifacts (too transparent, opaque, harsh edges)
  • Dark mode issues
  • Performance problems (scrolling, animations)

Pressure Scenarios

  • Professional push-back frameworks for design reviews
  • When to accept design decisions vs defend guidelines
  • Documentation templates for overruled decisions

Key Pattern

Regular vs Clear Decision

swift
// ✅ Regular (default) — use for 95% of cases
Button("Action") { }
    .glassEffect()

// ⚠️ Clear — ONLY when ALL THREE conditions met:
// 1. Over media-rich content
// 2. Dimming layer acceptable
// 3. Bold, bright content above
ZStack {
    VideoPlayer(player: player)
        .overlay(.black.opacity(0.4))  // Dimming layer required

    PlayButton()
        .glassEffect(.clear)
}

Documentation Scope

This page documents the axiom-liquid-glass skill—comprehensive Liquid Glass guidance Claude uses when answering your questions. The skill contains design principles, API patterns, expert review checklists, and pressure scenario handling.

For automated scanning: Use the liquid-glass-auditor agent to scan your codebase for Liquid Glass adoption opportunities and migration from UIBlurEffect.

For app-wide adoption: See liquid-glass-ref for comprehensive guidance on app icons, controls, navigation, menus, windows, and platform considerations.

Resources

WWDC: 2025-219, 2025-323, 2025-256

Docs: /TechnologyOverviews/adopting-liquid-glass, /SwiftUI/Applying-Liquid-Glass-to-custom-views

Released under the MIT License