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axiom-liquid-glass公理液体玻璃

Agent Skill

axiom-liquid-glass 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

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通过对话安装

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请帮我安装这个 Agent Skill:axiom-liquid-glass(公理液体玻璃)
来源仓库:https://github.com/charleswiltgen/axiom
仓库路径:skills/axiom-liquid-glass
安装命令:
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-liquid-glass
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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skills.shnpx skills
npx skills add https://github.com/charleswiltgen/axiom --skill axiom-liquid-glass

简介

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 可结合来源仓库、安装命令和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • axiom-liquid-glass 属于运维和基础设施类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Liquid Glass — 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-ref for 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 — 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 — 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:

  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

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:

  1. Highlights — Light sources produce highlights responding to geometry; some respond to device motion
  2. Shadows — Content-aware: stronger over text, weaker over light backgrounds
  3. Internal Glow — Material illuminates from within on interaction; spreads to nearby glass elements
  4. Adaptive Tinting — 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 — 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

// ✅ Tint primary actions only
Button("View Bag") { }.tint(.red).glassEffect()

// ❌ Don't tint everything — when everything is tinted, nothing stands out
VStack {
    Button("Action 1").tint(.blue).glassEffect()
    Button("Action 2").tint(.green).glassEffect()  // No hierarchy
}

// ❌ Solid fills break Liquid Glass character
Button("Action") { }.background(.red)  // Opaque, wrong

// ✅ 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 — 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:

// ❌ Avoid deep nesting
ZStack {
    GlassContainer1()
        .glassEffect()
    ZStack {
        GlassContainer2()
            .glassEffect()
        // More nesting...
    }
}

// ✅ 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 — 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 — Designer Requests That Violate Skill Guidelines

If you hear ANY of these, STOP and reference the skill:

  • "Use Clear everywhere" – Clear requires three specific conditions, not design preference
  • "Glass looks better than fills" – Correct layer (navigation vs content) trumps aesthetics
  • "Users won't notice the difference" – Clear variant fails legibility tests in low-contrast scenarios
  • "Stack glass on glass for consistency" – Explicitly prohibited; use fills instead
  • "Apply glass to Lists for sophistication" – 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

// ❌ Glass on content layer — competes with navigation
List(landmarks) { landmark in
    LandmarkRow(landmark).glassEffect()
}

// ✅ Glass on navigation layer only
.toolbar {
    ToolbarItem { Button("Add") { }.glassEffect() }
}

// ❌ Clear without dimming — poor legibility
ZStack {
    VideoPlayer(player: player)
    PlayButton().glassEffect(.clear)
}

// ✅ 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 — test across light/dark modes and backgrounds.


Troubleshooting

Visual Artifacts

Issue: Glass appears too transparent or invisible

Check:

  1. Are you using Clear variant? (Switch to Regular if inappropriate)
  2. Is background content extremely light or dark? (Glass adapts - this may be correct behavior)
  3. Is Reduced Transparency enabled? (Check accessibility settings)

Issue: Glass appears opaque or has harsh edges

Check:

  1. Are you using solid fills on glass? (Remove, use tinting)
  2. Is Increased Contrast enabled? (Expected behavior)
  3. Is custom shape too complex? (Simplify geometry)

Dark Mode Issues

Issue: Glass doesn't flip to dark style on dark backgrounds

Check:

  1. Is element large (menu, sidebar)? (Large elements don't flip - by design)
  2. Is background actually dark? (Use Color Picker to verify)
  3. 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) // ✅ Adapts automatically

// Don't hardcode colors
Text("Label")
    .foregroundColor(.black) // ❌ Won't adapt to dark mode

Performance Issues

Issue: Scrolling feels janky with Liquid Glass

Debug:

  1. Profile with Instruments (see axiom-swiftui-performance skill)
  2. Check for excessive view body updates
  3. Simplify view hierarchy under glass
  4. Verify not applying glass to content layer (major performance hit)

Issue: Animations stuttering

Check:

  1. Are you animating glass shape changes? (Expensive)
  2. Profile with SwiftUI Instrument for long view updates
  3. 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

  1. Try Liquid Glass first — may provide desired effect automatically
  2. Evaluate Regular vs Clear — Clear may match custom transparency needs
  3. Test across configurations — 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-ref for migration mapping)
  • Hosted SwiftUI views inside UIHostingController get 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:

  1. Ship with UIDesignRequiresCompatibility enabled
  2. Audit interface changes in separate build
  3. Update interface incrementally
  4. 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

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