liquid-glass-design
實作 iOS 26 Liquid Glass 玻璃材質,涵蓋 SwiftUI、UIKit 與 WidgetKit
中文翻譯
---
name: liquid-glass-design
description: iOS 26 Liquid Glass 設計系統,為 SwiftUI、UIKit 與 WidgetKit 提供帶有模糊、反射與互動式 morphing 的動態玻璃材質。在用 SwiftUI、UIKit 或 WidgetKit 打造 iOS 26 Liquid Glass UI 時使用。
---
# Liquid Glass 設計系統(iOS 26)
實作 Apple Liquid Glass 的模式。這是一種動態材質,會模糊它後面的內容,反射周圍內容的顏色與光線,並對觸控與指標互動做出反應。涵蓋 SwiftUI、UIKit 與 WidgetKit 的整合。
## 何時啟用
- 為 iOS 26+ 建構或更新採用新設計語言的 app
- 實作玻璃風格的按鈕、卡片、工具列或容器
- 在玻璃元素之間建立 morphing 轉場
- 把 Liquid Glass 效果套用在 widget 上
- 把既有的模糊/材質效果遷移到新的 Liquid Glass API
## 核心模式:SwiftUI
### 基本玻璃效果
替任何 view 加上 Liquid Glass 最簡單的方法:
```swift
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
```
### 自訂形狀與色調
```swift
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
```
主要的自訂選項:
- `.regular`:標準玻璃效果
- `.tint(Color)`:加上色調以突顯
- `.interactive()`:對觸控與指標互動做出反應
- 形狀:`.capsule`(預設)、`.rect(cornerRadius:)`、`.circle`
### 玻璃按鈕樣式
```swift
Button("Click Me") { /* action */ }
.buttonStyle(.glass)
Button("Important") { /* action */ }
.buttonStyle(.glassProminent)
```
### 多個元素用 GlassEffectContainer
多個玻璃 view 一定要包在容器裡,才有效能與 morphing:
```swift
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()
}
}
```
`spacing` 參數控制合併距離,元素靠得越近,玻璃形狀就越會融在一起。
### 合併玻璃效果
用 `glassEffectUnion` 把多個 view 合併成單一玻璃形狀:
```swift
@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 轉場
當玻璃元素出現/消失時,建立平順的 morphing:
```swift
@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)
```
### 讓水平捲動延伸到 Sidebar 底下
要讓水平捲動的內容延伸到 sidebar 或 inspector 底下,要確保 `ScrollView` 的內容延伸到容器的前後邊緣。當版面延伸到邊緣時,系統會自動處理在 sidebar 底下捲動的行為,不需要額外的 modifier。
## 核心模式:UIKit
### 基本 UIGlassEffect
```swift
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)
])
```
### 多個元素用 UIGlassContainerEffect
```swift
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)
```
### 捲動邊緣效果
```swift
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
```
### 工具列玻璃整合
```swift
let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction))
favoriteButton.hidesSharedBackground = true // Opt out of shared glass background
```
## 核心模式:WidgetKit
### 偵測 Rendering Mode
```swift
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
}
}
}
```
### 用 Accent Group 建立視覺層級
```swift
HStack {
VStack(alignment: .leading) {
Text("Title")
.widgetAccentable() // Accent group
Text("Subtitle")
// Primary group (default)
}
Image(systemName: "star.fill")
.widgetAccentable() // Accent group
}
```
### Accented 模式下的圖片 Rendering
```swift
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
```
### 容器背景
```swift
VStack { /* content */ }
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
```
## 關鍵設計決策
| 決策 | 理由 |
|----------|-----------|
| 用 GlassEffectContainer 包起來 | 效能優化,並讓玻璃元素之間能 morphing |
| `spacing` 參數 | 控制合併距離,微調元素要靠多近才會融合 |
| `@Namespace` + `glassEffectID` | 讓 view 階層變動時有平順的 morphing 轉場 |
| `interactive()` modifier | 明確選擇啟用觸控/指標反應,不是所有玻璃都該有反應 |
| UIKit 中的 UIGlassContainerEffect | 與 SwiftUI 相同的容器模式,保持一致 |
| Widget 的 Accented rendering mode | 使用者選擇染色主畫面時,系統會套用染色玻璃 |
## 最佳實務
- **多個同層 view 套用玻璃時,一律使用 GlassEffectContainer**:它能啟用 morphing 並改善 rendering 效能
- **把 `.glassEffect()` 放在其他外觀 modifier 之後**(frame、font、padding)
- **只在會回應使用者互動的元素上用 `.interactive()`**(按鈕、可切換的項目)
- **仔細選擇容器裡的 spacing**,以控制玻璃效果何時合併
- **變更 view 階層時用 `withAnimation`**,才有平順的 morphing 轉場
- **跨外觀測試**:淺色模式、深色模式,以及 accented/染色模式
- **確保無障礙對比**:玻璃上的文字必須維持可讀
## 要避開的反模式
- 用多個獨立的 `.glassEffect()` view,卻沒有 GlassEffectContainer
- 巢狀堆太多玻璃效果,會降低效能與視覺清晰度
- 每個 view 都套玻璃,應只保留給互動元素、工具列與卡片
- 在 UIKit 用圓角時忘了 `clipsToBounds = true`
- 忽略 widget 的 accented rendering mode,會破壞染色主畫面的外觀
- 在玻璃後面用不透明背景,會抵銷半透明效果
## 何時使用
- 採用 iOS 26 新設計的導覽列、工具列與 tab bar
- 浮動操作按鈕與卡片式容器
- 需要視覺深度與觸控回饋的互動控制項
- 要與系統 Liquid Glass 外觀整合的 widget
- 相關 UI 狀態之間的 morphing 轉場英文原文
---
name: liquid-glass-design
description: iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit. Use when building iOS 26 Liquid Glass UI in SwiftUI, UIKit, or WidgetKit.
---
# 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:
```swift
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
```
### Customizing Shape and Tint
```swift
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
```swift
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:
```swift
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`:
```swift
@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:
```swift
@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
```swift
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
```swift
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
```swift
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
```
### Toolbar Glass Integration
```swift
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
```swift
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
```swift
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
```swift
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
```
### Container Background
```swift
VStack { /* content */ }
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
```
## Key Design Decisions
| Decision | Rationale |
|----------|-----------|
| GlassEffectContainer wrapping | Performance optimization, enables morphing between glass elements |
| `spacing` parameter | Controls merge distance — fine-tune how close elements must be to blend |
| `@Namespace` + `glassEffectID` | Enables smooth morphing transitions on view hierarchy changes |
| `interactive()` modifier | Explicit opt-in for touch/pointer reactions — not all glass should respond |
| UIGlassContainerEffect in UIKit | Same container pattern as SwiftUI for consistency |
| Accented rendering mode in widgets | System 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