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SwiftUI Liquid Glass Reference (iOS 26+)

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SwiftUI Liquid Glass Reference (iOS 26+)

Table of Contents

Overview

Liquid Glass is Apple's new design language introduced in iOS 26. It provides translucent, dynamic surfaces that respond to content and user interaction. This reference covers the native SwiftUI APIs for implementing Liquid Glass effects.

Availability

All Liquid Glass APIs require iOS 26 or later. Always provide fallbacks:

swift
if #available(iOS 26, *) {
    // Liquid Glass implementation
} else {
    // Fallback using materials
}

Core APIs

glassEffect Modifier

The primary modifier for applying glass effects to views:

swift
.glassEffect(_ style: GlassEffectStyle = .regular, in shape: some Shape = .rect)

Basic Usage

swift
Text("Hello")
    .padding()
    .glassEffect()  // Default regular style, rect shape

With Shape

swift
Text("Rounded Glass")
    .padding()
    .glassEffect(in: .rect(cornerRadius: 16))

Image(systemName: "star")
    .padding()
    .glassEffect(in: .circle)

Text("Capsule")
    .padding(.horizontal, 20)
    .padding(.vertical, 10)
    .glassEffect(in: .capsule)

GlassEffectStyle

Prominence Levels

swift
.glassEffect(.regular)     // Standard glass appearance
.glassEffect(.prominent)   // More visible, higher contrast

Tinting

Add color tint to the glass:

swift
.glassEffect(.regular.tint(.blue))
.glassEffect(.prominent.tint(.red.opacity(0.3)))

Interactivity

Make glass respond to touch/pointer hover:

swift
// Interactive glass - responds to user interaction
.glassEffect(.regular.interactive())

// Combined with tint
.glassEffect(.regular.tint(.blue).interactive())

Important: Only use .interactive() on elements that actually respond to user input (buttons, tappable views, focusable elements).

GlassEffectContainer

Wraps multiple glass elements for proper visual grouping and spacing.

Glass cannot sample other glass. The glass material reflects and refracts light by sampling content from an area larger than itself. Nearby glass elements in different containers will produce inconsistent visual results because they cannot sample each other. GlassEffectContainer gives grouped elements a shared sampling region, ensuring a consistent appearance.

swift
GlassEffectContainer {
    HStack {
        Button("One") { }
            .glassEffect()
        Button("Two") { }
            .glassEffect()
    }
}

With Spacing

Control the visual spacing between glass elements:

swift
GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        GlassChip(icon: "pencil")
        GlassChip(icon: "eraser")
        GlassChip(icon: "trash")
    }
}

Note: The container's spacing parameter should match the actual spacing in your layout for proper glass effect rendering.

Source: "Build a SwiftUI app with the new design" (WWDC25, session 323)

Glass Button Styles

Built-in button styles for glass appearance:

swift
// Standard glass button
Button("Action") { }
    .buttonStyle(.glass)

// Prominent glass button (higher visibility)
Button("Primary Action") { }
    .buttonStyle(.glassProminent)

Custom Glass Buttons

For more control, apply glass effect manually:

swift
Button(action: { }) {
    Label("Settings", systemImage: "gear")
        .padding()
}
.glassEffect(.regular.interactive(), in: .capsule)

Morphing Transitions

Create smooth transitions between glass elements using glassEffectID and @Namespace:

swift
struct MorphingExample: View {
    @Namespace private var animation
    @State private var isExpanded = false

    var body: some View {
        GlassEffectContainer {
            if isExpanded {
                ExpandedCard()
                    .glassEffect()
                    .glassEffectID("card", in: animation)
            } else {
                CompactCard()
                    .glassEffect()
                    .glassEffectID("card", in: animation)
            }
        }
        .animation(.smooth, value: isExpanded)
    }
}

Requirements for Morphing

  1. Both views must have the same glassEffectID
  2. Use the same @Namespace
  3. Wrap in GlassEffectContainer
  4. Apply animation to the container or parent

Modifier Order

Critical: Apply glassEffect after layout and visual modifiers:

swift
// CORRECT order
Text("Label")
    .font(.headline)           // 1. Typography
    .foregroundStyle(.primary) // 2. Color
    .padding()                 // 3. Layout
    .glassEffect()             // 4. Glass effect LAST

// WRONG order - glass applied too early
Text("Label")
    .glassEffect()             // Wrong position
    .padding()
    .font(.headline)

Complete Examples

Toolbar with Glass Buttons

swift
struct GlassToolbar: View {
    var body: some View {
        if #available(iOS 26, *) {
            GlassEffectContainer(spacing: 16) {
                HStack(spacing: 16) {
                    ToolbarButton(icon: "pencil", action: { })
                    ToolbarButton(icon: "eraser", action: { })
                    ToolbarButton(icon: "scissors", action: { })
                    Spacer()
                    ToolbarButton(icon: "square.and.arrow.up", action: { })
                }
                .padding(.horizontal)
            }
        } else {
            // Fallback toolbar
            HStack(spacing: 16) {
                // ... fallback implementation
            }
        }
    }
}

struct ToolbarButton: View {
    let icon: String
    let action: () -> Void

    var body: some View {
        Button(action: action) {
            Image(systemName: icon)
                .font(.title2)
                .frame(width: 44, height: 44)
        }
        .glassEffect(.regular.interactive(), in: .circle)
    }
}

Card with Glass Effect

swift
struct GlassCard: View {
    let title: String
    let subtitle: String

    var body: some View {
        if #available(iOS 26, *) {
            cardContent
                .glassEffect(.regular, in: .rect(cornerRadius: 20))
        } else {
            cardContent
                .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 20))
        }
    }

    private var cardContent: some View {
        VStack(alignment: .leading, spacing: 8) {
            Text(title)
                .font(.headline)
            Text(subtitle)
                .font(.subheadline)
                .foregroundStyle(.secondary)
        }
        .padding()
        .frame(maxWidth: .infinity, alignment: .leading)
    }
}

Segmented Control

swift
struct GlassSegmentedControl: View {
    @Binding var selection: Int
    let options: [String]
    @Namespace private var animation

    var body: some View {
        if #available(iOS 26, *) {
            GlassEffectContainer(spacing: 4) {
                HStack(spacing: 4) {
                    ForEach(options.indices, id: \.self) { index in
                        Button(options[index]) {
                            withAnimation(.smooth) {
                                selection = index
                            }
                        }
                        .padding(.horizontal, 16)
                        .padding(.vertical, 8)
                        .glassEffect(
                            selection == index ? .prominent.interactive() : .regular.interactive(),
                            in: .capsule
                        )
                        .glassEffectID(selection == index ? "selected" : "option\(index)", in: animation)
                    }
                }
                .padding(4)
            }
        } else {
            Picker("Options", selection: $selection) {
                ForEach(options.indices, id: \.self) { index in
                    Text(options[index]).tag(index)
                }
            }
            .pickerStyle(.segmented)
        }
    }
}

Fallback Strategies

Using Materials

swift
if #available(iOS 26, *) {
    content.glassEffect()
} else {
    content.background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}

Available Materials for Fallback

  • .ultraThinMaterial - Closest to glass appearance
  • .thinMaterial - Slightly more opaque
  • .regularMaterial - Standard blur
  • .thickMaterial - More opaque
  • .ultraThickMaterial - Most opaque

Conditional Modifier Extension

swift
extension View {
    @ViewBuilder
    func glassEffectWithFallback(
        _ style: GlassEffectStyle = .regular,
        in shape: some Shape = .rect,
        fallbackMaterial: Material = .ultraThinMaterial
    ) -> some View {
        if #available(iOS 26, *) {
            self.glassEffect(style, in: shape)
        } else {
            self.background(fallbackMaterial, in: shape)
        }
    }
}

Design System Notes

Toolbar Icons

In the new design, toolbar icons use monochrome rendering by default. The monochrome palette reduces visual noise and maintains legibility. Use tint(_:) only to convey meaning (e.g., a call to action), not for visual effect.

Sheet Presentations

Partial-height sheets use a Liquid Glass background by default. If you previously used presentationBackground(_:) with a custom background, consider removing it to let the new material shine. Sheets can morph out of the glass controls that present them using navigationZoomTransition.

Scroll Edge Effects

An automatic scroll edge effect blurs and fades content under system toolbars to keep controls legible. Remove any custom background-darkening effects behind bar items, as they will interfere.

Source: "Build a SwiftUI app with the new design" (WWDC25, session 323)

Best Practices

Do

  • Use GlassEffectContainer for grouped glass elements (glass cannot sample other glass)
  • Apply glass after layout modifiers
  • Use .interactive() only on tappable elements
  • Match container spacing with layout spacing
  • Provide material-based fallbacks for older iOS
  • Keep glass shapes consistent within a feature
  • Remove custom presentationBackground(_:) on sheets to use the default glass material

Don't

  • Apply glass to every element (use sparingly)
  • Use .interactive() on static content
  • Mix different corner radii arbitrarily
  • Forget iOS version checks
  • Apply glass before padding/frame modifiers
  • Nest GlassEffectContainer unnecessarily
  • Add custom darkening backgrounds behind toolbars (conflicts with scroll edge effect)

Checklist

  • #available(iOS 26, *) with fallback
  • GlassEffectContainer wraps grouped elements
  • .glassEffect() applied after layout modifiers
  • .interactive() only on user-interactable elements
  • glassEffectID with @Namespace for morphing
  • Consistent shapes and spacing across feature
  • Container spacing matches layout spacing
  • Appropriate prominence levels used