affaan-m/ECC/docs/zh-CN/skills/liquid-glass-design/SKILL.md
liquid-glass-design
Use it for design tasks; the detail page covers purpose, installation, and practical steps.
- Source repository stars
- 234,327
- Declared platforms
- 0
- Static risk flags
- 0
- Last source update
- 2026-07-27
- Source checked
- 2026-07-28
Decision brief
What it does—and where it fits
实现苹果 Liquid Glass 的模式指南——这是一种动态材质,会模糊其后的内容,反射周围内容的颜色和光线,并对触摸和指针交互做出反应。涵盖 SwiftUI、UIKit 和 WidgetKit 集成。
Not for
- Tasks that require unconfirmed production actions or broad system permissions.
- Environments where the pinned source and install steps cannot be inspected.
Compatibility matrix
Platform support, with evidence labels
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
Inspect first. Install second.
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/affaan-m/ECC --skill "docs/zh-CN/skills/liquid-glass-design"Inspect the Agent Skill "liquid-glass-design" from https://github.com/affaan-m/ECC/blob/4e973d3eaf92d97f8d2e2d8abb39d8bdc8711b38/docs/zh-CN/skills/liquid-glass-design/SKILL.md at commit 4e973d3eaf92d97f8d2e2d8abb39d8bdc8711b38. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
What the source asks the agent to do
- 01
何时启用
为 iOS 26+ 构建或更新采用新设计语言的应用程序时 实现玻璃风格的按钮、卡片、工具栏或容器时 在玻璃元素之间创建变形过渡时 将 Liquid Glass 效果应用于小组件时 将现有的模糊/材质效果迁移到新的 Liquid Glass API 时
为 iOS 26+ 构建或更新采用新设计语言的应用程序时实现玻璃风格的按钮、卡片、工具栏或容器时在玻璃元素之间创建变形过渡时 - 02
核心模式 — SwiftUI
为任何视图添加 Liquid Glass 的最简单方法:
.regular — 标准玻璃效果.tint(Color) — 添加颜色色调以增强突出度.interactive() — 对触摸和指针交互做出反应 - 03
基本玻璃效果
为任何视图添加 Liquid Glass 的最简单方法:
为任何视图添加 Liquid Glass 的最简单方法: - 04
自定义形状和色调
.regular — 标准玻璃效果 .tint(Color) — 添加颜色色调以增强突出度 .interactive() — 对触摸和指针交互做出反应 形状:.capsule(默认)、.rect(cornerRadius:)、.circle
.regular — 标准玻璃效果.tint(Color) — 添加颜色色调以增强突出度.interactive() — 对触摸和指针交互做出反应
Permission review
Static risk signals and limitations
No configured static risk pattern was detected
This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.
Evidence record
Why each signal appears
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 59/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 234,327 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Provenance and original SKILL.md
- Repository
- affaan-m/ECC
- Skill path
- docs/zh-CN/skills/liquid-glass-design/SKILL.md
- Commit
- 4e973d3eaf92d97f8d2e2d8abb39d8bdc8711b38
- License
- MIT
- Collected
- 2026-07-28
- Default branch
- main
View the original SKILL.md
Liquid Glass 设计系统 (iOS 26)
实现苹果 Liquid Glass 的模式指南——这是一种动态材质,会模糊其后的内容,反射周围内容的颜色和光线,并对触摸和指针交互做出反应。涵盖 SwiftUI、UIKit 和 WidgetKit 集成。
何时启用
- 为 iOS 26+ 构建或更新采用新设计语言的应用程序时
- 实现玻璃风格的按钮、卡片、工具栏或容器时
- 在玻璃元素之间创建变形过渡时
- 将 Liquid Glass 效果应用于小组件时
- 将现有的模糊/材质效果迁移到新的 Liquid Glass API 时
核心模式 — SwiftUI
基本玻璃效果
为任何视图添加 Liquid Glass 的最简单方法:
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
自定义形状和色调
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
关键自定义选项:
.regular— 标准玻璃效果.tint(Color)— 添加颜色色调以增强突出度.interactive()— 对触摸和指针交互做出反应- 形状:
.capsule(默认)、.rect(cornerRadius:)、.circle
玻璃按钮样式
Button("Click Me") { /* action */ }
.buttonStyle(.glass)
Button("Important") { /* action */ }
.buttonStyle(.glassProminent)
用于多个元素的 GlassEffectContainer
出于性能和变形考虑,始终将多个玻璃视图包装在一个容器中:
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 参数控制合并距离——距离更近的元素会将其玻璃形状融合在一起。
统一玻璃效果
使用 glassEffectUnion 将多个视图组合成单个玻璃形状:
@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)
}
}
}
变形过渡
在玻璃元素出现/消失时创建平滑的变形效果:
@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)
将水平滚动延伸到侧边栏下方
要允许水平滚动内容延伸到侧边栏或检查器下方,请确保 ScrollView 内容到达容器的 leading/trailing 边缘。当布局延伸到边缘时,系统会自动处理侧边栏下方的滚动行为——无需额外的修饰符。
核心模式 — UIKit
基本 UIGlassEffect
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)
])
用于多个元素的 UIGlassContainerEffect
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)
滚动边缘效果
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
工具栏玻璃集成
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
渲染模式检测
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
}
}
}
用于视觉层次结构的强调色组
HStack {
VStack(alignment: .leading) {
Text("Title")
.widgetAccentable() // Accent group
Text("Subtitle")
// Primary group (default)
}
Image(systemName: "star.fill")
.widgetAccentable() // Accent group
}
强调模式下的图像渲染
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
容器背景
VStack { /* content */ }
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
关键设计决策
| 决策 | 理由 |
|---|---|
| 使用 GlassEffectContainer 包装 | 性能优化,实现玻璃元素之间的变形 |
spacing 参数 | 控制合并距离——微调元素需要多近才能融合 |
@Namespace + glassEffectID | 在视图层次结构变化时实现平滑的变形过渡 |
interactive() 修饰符 | 明确选择加入触摸/指针反应——并非所有玻璃都应响应 |
| UIKit 中的 UIGlassContainerEffect | 与 SwiftUI 保持一致的容器模式 |
| 小组件中的强调色渲染模式 | 当用户选择带色调的主屏幕时,系统会应用带色调的玻璃效果 |
最佳实践
- 始终使用 GlassEffectContainer 来为多个兄弟视图应用玻璃效果——它支持变形并提高渲染性能
- 在其他外观修饰符(frame、font、padding)之后应用
.glassEffect() - 仅在响应用户交互的元素(按钮、可切换项目)上使用
.interactive() - 仔细选择容器中的间距,以控制玻璃效果何时合并
- 在更改视图层次结构时使用
withAnimation,以启用平滑的变形过渡 - 在各种外观模式下测试——浅色模式、深色模式和强调色/色调模式
- 确保可访问性对比度——玻璃上的文本必须保持可读性
应避免的反模式
- 使用多个独立的
.glassEffect()视图而不使用 GlassEffectContainer - 嵌套过多玻璃效果——会降低性能和视觉清晰度
- 对每个视图都应用玻璃效果——保留给交互元素、工具栏和卡片
- 在 UIKit 中使用圆角时忘记
clipsToBounds = true - 忽略小组件中的强调色渲染模式——破坏带色调的主屏幕外观
- 在玻璃效果后面使用不透明背景——破坏了半透明效果
使用场景
- 采用 iOS 26 新设计的导航栏、工具栏和标签栏
- 浮动操作按钮和卡片式容器
- 需要视觉深度和触摸反馈的交互控件
- 应与系统 Liquid Glass 外观集成的小组件
- 相关 UI 状态之间的变形过渡
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