swiftui-graphics
Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects.
Install / Use
npx skills add AThevon/genjutsu --skill swiftui-graphicsInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
DesignSupported Platforms
Our assessment of swiftui-graphics
swiftui-graphics scores 91/100 on our quality scale, 82nd of 251 Design skills we index (top 33%).
Its SKILL.md is 14 KB long, well organised into 17 sections with 16 code examples: a thorough specification that gives an agent plenty to work with.
It has 370 GitHub stars, a meaningful sign that others use it.
Maintenance, license and trust
- The repository was last updated 26 days ago, so swiftui-graphics is actively maintained.
- No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
- Its trust signals score 88/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.
Safety scan
No issues foundOur scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands.
Automated pattern scan on 2026-10-05. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.
swiftui-graphics compared with similar skills
All 4 of these similar skills score higher than swiftui-graphics; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| swiftui-graphics (this skill)by AThevon | 91 | 370 | 26d ago | SKILL.md |
| Agent-Reachby Panniantong | 100 | 90.8k | 19d ago | CLAUDE.md |
| headroomby headroomlabs-ai | 100 | 74.4k | today | CLAUDE.md |
| Scraplingby D4Vinci | 100 | 85.7k | today | MCP Server |
| crawl4aiby unclecode | 100 | 84.8k | 9d ago | MCP Server |
Frequently asked questions
- How do I install swiftui-graphics?
- Run
npx skills add AThevon/genjutsu --skill swiftui-graphics. The install tabs above show the steps for each supported agent. - Which AI agents does swiftui-graphics work with?
- It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
- Is swiftui-graphics safe to use?
- Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. It declares no license and scores 88/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
- Is swiftui-graphics still maintained?
- The repository was last updated 26 days ago, so swiftui-graphics is actively maintained.
Skill content
View source on GitHubname: swiftui-graphics description: "Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects." metadata: internal: true
Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in
_jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.
SwiftUI Graphics
Advanced SwiftUI visuals: Metal shaders, visual effects, Liquid Glass, Canvas. Loaded for advanced thesis (shaders, holographic, liquid-glass, distortion). Foundation:
../swiftui-motion/SKILL.mdcovers the basics. Concise rules here. Deep-dives inreferences/.
Decision Tree: Which API?
| Need | API |
|---|---|
| Pixel-level color manipulation | .colorEffect(ShaderLibrary....) |
| Pixel position / distortion | .distortionEffect(ShaderLibrary....) |
| Full layer with overlay (mix shader + bg) | .layerEffect(ShaderLibrary....) |
| View modifier with geometry context | .visualEffect { content, geometry in } |
| Custom drawing (paths, gradients) | Canvas { context, size in } |
| iOS 26+ glassmorphism | .glassEffect() / GlassEffectContainer |
| Performance dump | Canvas with .opaque(true) then export |
Default order of escalation: built-in modifiers ->
.visualEffect->Canvas-> Metal shader. Reach for shaders only when the effect is per-pixel and animated.
Metal Shaders Intro
SwiftUI binds to Metal Shading Language (MSL) via three modifiers shipped in iOS 17: .colorEffect, .distortionEffect, .layerEffect. You author a .metal file in your app target, mark functions with the [[ stitchable ]] attribute, and SwiftUI auto-generates the Swift binding via ShaderLibrary.<functionName>(...). One library per app target. Shaders run on the GPU at native resolution; arguments are passed as .float, .float2, .color, .image from Swift. Availability: iOS 17.0+, iPadOS 17.0+, Mac Catalyst 17.0+, macOS 14.0+, tvOS 17.0+, visionOS 1.0+ - not watchOS. Below those, fall back to gradients, blur, or Canvas.
The three slots differ by what data they receive:
.colorEffect: gets(position, color), returns transformed color. No neighbor sampling..distortionEffect: gets(position), returns a new sample position. Pixels move, colors do not change..layerEffect: gets(position, SwiftUI::Layer layer), returns final color. Can sample anywhere withinmaxSampleOffset. Most expensive.
Recipe: Ripple .layerEffect
Touch ripple that displaces nearby pixels along a sine wave.
struct RippleView: View {
@State var rippleOrigin: CGPoint = .zero
@State var rippleTime: Float = 0
var body: some View {
Image("photo")
.resizable()
.scaledToFit()
.layerEffect(
ShaderLibrary.ripple(
.float2(Float(rippleOrigin.x), Float(rippleOrigin.y)),
.float(rippleTime),
.float(0.05) // amplitude
),
maxSampleOffset: CGSize(width: 50, height: 50)
)
.onTapGesture { location in
rippleOrigin = location
rippleTime = 0
withAnimation(.linear(duration: 1.2)) {
rippleTime = 1.2
}
}
}
}
// Ripple.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;
[[ stitchable ]]
half4 ripple(float2 position, SwiftUI::Layer layer,
float2 origin, float time, float amp) {
float distance = length(position - origin);
float wave = sin(distance * 0.05 - time * 8.0) * amp;
float2 dir = normalize(position - origin);
float falloff = 1.0 / max(distance, 1.0);
float2 displaced = position + dir * wave * falloff * 50.0;
return layer.sample(displaced);
}
Why this works:
[[ stitchable ]]exposes the function to SwiftUI's runtime.- The first two args (
position,SwiftUI::Layer layer) are injected by SwiftUI for any.layerEffect. Your Swift-side args start at index 2. maxSampleOffsettells SwiftUI how far you may sample beyond the view bounds. Underestimate and you get clipping. Overestimate and you waste GPU.
Recipe: Holographic .colorEffect
Oil-slick rainbow shimmer driven by time or scroll offset. Preserves luminance so dark regions stay dark.
// Holographic.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;
[[ stitchable ]]
half4 holographic(float2 position, half4 color, float time) {
float n = position.x * 0.01 + position.y * 0.005 + time * 0.3;
half3 rainbow = half3(
sin(n * 2.0) * 0.5 + 0.5,
sin(n * 2.0 + 2.094) * 0.5 + 0.5,
sin(n * 2.0 + 4.188) * 0.5 + 0.5
);
half luminance = dot(color.rgb, half3(0.299, 0.587, 0.114));
return half4(mix(color.rgb, rainbow * luminance * 2.0, 0.5), color.a);
}
struct HolographicCard: View {
let startTime = Date()
var body: some View {
TimelineView(.animation) { timeline in
let elapsed = Float(timeline.date.timeIntervalSince(startTime))
Image("card")
.resizable()
.scaledToFit()
.colorEffect(
ShaderLibrary.holographic(.float(elapsed))
)
}
}
}
The 2.094 and 4.188 offsets are 2pi/3 and 4pi/3 -- they spread the three sine waves to RGB phases. Keep them.
Recipe: CRT Scanlines
Vintage CRT effect: scanlines, flicker, subtle chromatic aberration.
// CRT.metal
#include <SwiftUI/SwiftUI_Metal.h>
using namespace metal;
[[ stitchable ]]
half4 crt(float2 position, half4 color, float time) {
float scanline = sin(position.y * 1.5) * 0.04;
float flicker = sin(time * 60.0) * 0.02;
half3 result = color.rgb * (1.0 - scanline - flicker);
// chromatic aberration on R/B channels
return half4(result.r * 1.05, result.g, result.b * 1.05, color.a);
}
.colorEffect(ShaderLibrary.crt(.float(elapsed)))
For real chromatic aberration (shifted R/B sample positions), promote to
.layerEffect. The version above only tints, which reads as CRT at small scale.
.visualEffect (iOS 17+)
Modifier that exposes the view's GeometryProxy so you can react to its frame in any coordinate space without GeometryReader boilerplate.
ScrollView {
LazyVStack(spacing: 16) {
ForEach(items) { item in
CardView(item: item)
.visualEffect { content, proxy in
let y = proxy.frame(in: .scrollView).minY
let scale = scale(for: y)
let opacity = opacity(for: y)
return content
.scaleEffect(scale)
.opacity(opacity)
}
}
}
}
func scale(for y: CGFloat) -> CGFloat {
let progress = max(0, min(1, y / 600))
return 0.85 + progress * 0.15
}
Use cases:
- Parallax cards (move slower than scroll)
- Scroll-driven scale (cards grow as they enter view)
- Sticky reveal (clamp position via
.offset(y: max(0, -y)))
.visualEffectis purely visual: the geometry it returns is read-only and the modifier cannot trigger state updates. Don't try to write to@Statefrom inside.
Liquid Glass (iOS 26)
System glassmorphism with adaptive depth and morphing transitions. Built into the OS, optimized at the system level.
struct HeroCard: View {
// @Namespace is a property wrapper - it has to live inside the View, not at file scope.
@Namespace private var glassNS
var body: some View {
if #available(iOS 26.0, macOS 26.0, *) {
// glassEffectID only does anything inside a GlassEffectContainer.
GlassEffectContainer(spacing: 20.0) {
Label("Hero", systemImage: "sparkles")
.font(.title2)
.padding()
// Default shape is a Capsule (DefaultGlassEffectShape); pass `in:` for anything else.
.glassEffect(.regular, in: .rect(cornerRadius: 24))
.glassEffectID("hero", in: glassNS)
}
} else {
Label("Hero", systemImage: "sparkles")
.font(.title2)
.padding()
.background(.ultraThinMaterial, in: .rect(cornerRadius: 24))
}
}
}
For grouped surfaces that should morph as one (e.g., a tab bar that splits into separate pills on hover), wrap them in a container:
GlassEffectContainer(spacing: 12) {
ForEach(tabs) { tab in
TabIcon(tab: tab)
.glassEffect(.regular)
.glassEffectID(tab.id, in: glassNS)
}
}
Pre-iOS 26: use
.background(.ultraThinMaterial)for static glass. For morphing transitions, fall back tomatchedGeometryEffecton a material-backed view (seeswiftui-motion).
Deep-dive: references/liquid-glass-deep.md.
Canvas (SwiftUI Native Drawing)
Vector drawing API. Paths, gradients, text, blend modes -- without leaving SwiftUI.
struct SparkleField: View {
var body: some View {
Canvas { context, size in
for _ in 0..<20 {
let x = Double.random(in: 0...size.width)
let y = Double.random(in: 0...size.height)
let radius = Double.random(in: 1...4)
context.fill(
Path(ellipseIn: CGRect(x: x, y: y, width: radius, height: radius)),
with: .color(.white.opacity(.random(in: 0.3...1.0)))
)
}
}
}
}
To animate, wrap in TimelineView(.animation) so the closure re-runs at frame rate:
TimelineView(.animation) { timeline in
Canvas { context, size in
let t = timeline.date.timeIntervalSinceReferenceDate
// draw using t as time
}
}
TimelineView(.animation)redraws at the screen refresh rate. Use.animation(minimumInterval: 0.1)for slower animations to save power.
Deep-dive: references/canvas-swiftui.md.
Performance Considerations
| Effect | Cost | Notes |
|---|---|---|
| .colorEffect | low | Runs per pixel, simple math, no neighbor access |
| .distortionEffect | medium | Sampling cost, branch-free is critical |
| .layerEffect | high | Full layer access, can sample anywhere |
| Canvas with TimelineView | varies | Depends on draw count and complexity |
| .glassEffect | medium-high | GPU heavy, fine on modern devices |
Rules:
- Avoid stacking >1
.layerEffecton the same view -- each is a full render pass. - Precompute static parts (gradients, paths) outside the animated subtree.
- Profile with Instruments GPU Frame Capture and Metal System Trace before optimizing blindly.
Anti-Patterns
1. Stacked .colorEffect modifiers
Each modifier is a separate render pass.
// BAD -- 5 GPU passes
Image(...)
.colorEffect(ShaderLibrary.tint(...))
.colorEffect(ShaderLibrary.scanlines(...))
.colorEffect(ShaderLibrary.grain(...))
.colorEffect(ShaderLibrary.vignette(...))
.colorEffect(ShaderLibrary.chromatic(...))
// GOOD -- one shader does all the ops in one pass
Image(...)
.colorEffect(ShaderLibrary.crtCombo(.float(time)))
2. Canvas redrawn on every state change
Canvas re-runs when any ancestor state changes. Without TimelineView or EquatableView, you redraw on input you never intended.
// BAD -- redraws on parent re-render
struct Parent: View {
@State var unrelated = 0
var body: some View {
VStack {
Button("tick") { unrelated += 1 }
Canvas { context, size in expensiveDraw(context, size) }
}
}
}
// GOOD -- isolate via EquatableView or T
Truncated for display — read the full file on GitHub.
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From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.
