SwiftUI Liquid Glass Reference (iOS 26+)
Table of Contents
- Overview
- Availability
- Core APIs
- GlassEffectContainer
- Glass Button Styles
- Morphing Transitions
- Modifier Order
- Complete Examples
- Fallback Strategies
- Design System Notes
- Best Practices
- Checklist
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.
Only adopt Liquid Glass when explicitly requested by the user. Do not proactively convert existing UI to glass effects.
Availability
All Liquid Glass APIs require iOS 26 or later. Always provide fallbacks:
if #available(iOS 26, *) {
// Liquid Glass implementation
} else {
// Fallback using materials
}Core APIs
glassEffect Modifier
The primary modifier for applying glass effects to views:
.glassEffect(_ style: GlassEffectStyle = .regular, in shape: some Shape = .rect)#### Basic Usage
Text("Hello")
.padding()
.glassEffect() // Default regular style, rect shape#### With Shape
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
.glassEffect(.regular) // Standard glass appearance
.glassEffect(.prominent) // More visible, higher contrast#### Tinting
Add color tint to the glass:
.glassEffect(.regular.tint(.blue))
.glassEffect(.prominent.tint(.red.opacity(0.3)))#### Interactivity
Make glass respond to touch/pointer hover:
// 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.
GlassEffectContainer {
HStack {
Button("One") { }
.glassEffect()
Button("Two") { }
.glassEffect()
}
}With Spacing
Control the visual spacing between glass elements:
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:
// 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:
Button(action: { }) {
Label("Settings", systemImage: "gear")
.padding()
}
.glassEffect(.regular.interactive(), in: .capsule)Morphing Transitions
Create smooth transitions between glass elements using glassEffectID and @Namespace:
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
- Both views must have the same
glassEffectID - Use the same
@Namespace - Wrap in
GlassEffectContainer - Apply animation to the container or parent
Modifier Order
Critical: Apply glassEffect after layout and visual modifiers:
// 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
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
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
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
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
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
GlassEffectContainerfor 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
GlassEffectContainerunnecessarily - Add custom darkening backgrounds behind toolbars (conflicts with scroll edge effect)
Checklist
- [ ]
#available(iOS 26, *)with fallback - [ ]
GlassEffectContainerwraps grouped elements - [ ]
.glassEffect()applied after layout modifiers - [ ]
.interactive()only on user-interactable elements - [ ]
glassEffectIDwith@Namespacefor morphing - [ ] Consistent shapes and spacing across feature
- [ ] Container spacing matches layout spacing
- [ ] Appropriate prominence levels used