Liquid Glass 液态玻璃

Scope: 'SwiftUI style' is not a style — SwiftUI is Apple's UI framework. Apps built with it currently LOOK like Liquid Glass; before 2025 they had the flatter platform-native Apple look, and early Mac OS X's candy-and-pinstripes look was Aqua. If someone says 'make it look like SwiftUI', they usually mean this entry.

范围:「SwiftUI 风格」不是一种风格 —— SwiftUI 是 Apple 的 UI 框架。用它做的 App 现在看起来是液态玻璃的样子;2025 年之前是更扁平的 Apple 平台原生观感,而早期 Mac OS X 那种糖果加细条纹的样子叫 Aqua。如果有人说「做成 SwiftUI 那样」,他们通常指的就是本条。

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Neon Coast
1:123:48

标本可交互 —— 点点看。Specimen is live — try it.

If you called it…如果你管它叫……

“the new apple design where buttons look like water drops”「苹果新设计里按钮像水滴的那个」“the swiftui look”「SwiftUI 那种样子」“ios buttons that look like real glass and bend whats behind them”「iOS 上那种像真玻璃、会把背后东西掰弯的按钮」“apple's new transparent bubbly toolbar style”「苹果新的那种透明泡泡工具栏风格」“the glass tab bar that floats over the app content”「悬浮在应用内容上的玻璃标签栏」

Full style DNA完整风格 DNA

  1. Glass = the control layer玻璃 = 控制层 layout defining定义特征

    Only controls and navigation are glass — bars, buttons, sliders float above the app; the content beneath stays opaque and full-contrast.

    只有控件和导航是玻璃 —— 栏、按钮、滑块悬浮在应用之上;下面的内容保持不透明、全对比度。

  2. Lensing, not just blur透镜折光,不只是模糊 depth defining定义特征

    The material behaves like a real lens: it bends and concentrates light from what's beneath, with bright edge highlights — richer than a flat frosted blur.

    这种材质像真正的透镜一样工作:它弯折并汇聚来自下方的光,边缘有明亮的高光 —— 比平平的磨砂模糊丰富得多。

  3. Adaptive self-tinting自适应自我染色 color defining定义特征

    The glass continuously re-tints from the content scrolling under it and flips between light and dark appearance on its own to stay legible.

    玻璃会根据下方滚过的内容持续重新染色,并自行在明暗两种外观间切换,始终保持可读。

  4. Capsule and concentric geometry胶囊与同心几何 geometry defining定义特征

    Controls tend to capsules; nested corners share a common center (concentric radii), so the glass shapes sit optically flush inside their containers.

    控件趋向胶囊形;嵌套圆角共享同一个圆心(同心半径),玻璃形状在视觉上与容器内壁齐平贴合。

  5. Controls morph fluidly控件流畅变形 motion supporting辅助特征

    Glass elements merge, split, and reshape as context changes — a tab bar shrinking on scroll, a button expanding into a menu.

    玻璃元素随情境变化合并、分裂、重塑 —— 滚动时收缩的标签栏,展开成菜单的按钮。

  6. Underlying content底层内容 imagery variable可变特征

    Anything can sit beneath the glass — photos, maps, lists; the material adapts to it rather than requiring a curated backdrop.

    玻璃下面可以是任何东西 —— 照片、地图、列表;材质会去适应内容,而不是要求一块精心准备的背景。

  7. Glass content cards玻璃内容卡片 surface avoid避免

    Making content itself translucent — glass cards on glass backgrounds — is exactly what Apple's guidance avoids; that's generic glassmorphism, and it costs legibility.

    把内容本身做成半透明 —— 玻璃背景上叠玻璃卡片 —— 正是 Apple 指南要避免的;那是通用的玻璃拟态,代价是可读性。

Often confused with: Glassmorphism最容易混淆:玻璃拟态

Midnight Drive
Neon Coast
1:123:48

Liquid Glass液态玻璃

Midnight Drive
Neon Coast
1:123:48

Glassmorphism玻璃拟态

This is Liquid Glass because the glass is a functional system material reserved for controls and navigation floating above opaque content, adapting its own tint for legibility.

这是液态玻璃,因为这里的玻璃是一种功能性系统材质,只留给悬浮在不透明内容之上的控件和导航,并会为了可读性自动调整自己的染色。

It would become glassmorphism if the frosted treatment spread to the content itself — translucent cards over a decorative wallpaper, blur as a skin rather than a control layer.

如果磨砂处理蔓延到内容本身 —— 装饰壁纸上半透明的卡片,模糊成了皮肤而不是控制层 —— 就变成玻璃拟态了。

In code — optional starting points代码写法 —— 可选起点

The real material — standard toolbars/tab bars adopt it automatically

.glassEffect(.regular, in: .capsule)

Lets neighboring glass controls merge and morph together

GlassEffectContainer { … }

Web approximation: lens-ish capsule (no true refraction)

backdrop-filter: blur(14px) saturate(1.6); background: rgba(255,255,255,.08); box-shadow: inset 0 1px 1px rgba(255,255,255,.35), inset 0 -1px 1px rgba(255,255,255,.12); border-radius: 999px;

Style brief — paste into your agent风格 Brief —— 粘贴给你的代理

Create the surface in the spirit of Apple's Liquid Glass. Defining signals: glass is reserved for the floating control layer (toolbars, tab bars, buttons) above opaque content; the material lenses what's beneath it — blur plus refraction-like edge highlights, not flat frost; controls adapt their tint to stay legible over changing content; capsule shapes with concentric corner radii. Keep the underlying content unrestricted. On Apple platforms use the real APIs — SwiftUI .glassEffect(), glassEffect(.regular, in: .capsule), and standard bars get it automatically; on the web approximate with backdrop-filter: blur + saturate, layered inner highlights, and capsule radii. Do not drift into generic glassmorphism; the decisive difference is that content never becomes glass — only controls float as glass above it. Preserve legibility over every content region (the real material self-adapts — your approximation must too), visible focus states, and honor Reduce Transparency / Reduce Motion.

按 Apple 液态玻璃(Liquid Glass)的精神创建这个界面。决定性信号:玻璃只留给悬浮在不透明内容之上的控制层(工具栏、标签栏、按钮);材质对下方内容做透镜折光 —— 模糊加折射感的边缘高光,而不是平平的磨砂;控件随内容变化调整自己的染色以保持可读;胶囊造型配同心圆角半径。底层内容不加限制。在 Apple 平台上用真正的 API —— SwiftUI 的 .glassEffect()、glassEffect(.regular, in: .capsule),标准栏会自动获得效果;在 Web 上用 backdrop-filter: blur + saturate、分层内高光和胶囊圆角来近似。不要滑向通用的玻璃拟态;决定性区别在于内容永远不会变成玻璃 —— 只有控件作为玻璃悬浮在它之上。保证在任何内容区域上都可读(真材质会自适应 —— 你的近似实现也必须做到),焦点状态可见,并响应 Reduce Transparency / Reduce Motion。

Accessibility & misuse可访问性与误用

Apple's material self-adjusts for legibility — a hand-rolled web imitation does not; test text over the worst content that can scroll beneath and add contrast treatment.

Apple 的材质会为可读性自我调整 —— 手搓的 Web 模仿不会;要对着可能滚到下方的最差内容测试文字,并加对比度处理。

Honor Reduce Transparency (near-opaque fallback) and Reduce Motion (disable morphing).

响应 Reduce Transparency(降级为接近不透明)和 Reduce Motion(关闭变形动画)。

Never place critical text directly on imitation glass without a measured 4.5:1 against live worst-case backgrounds.

永远别把关键文字直接放在模仿玻璃上,除非对着实时最坏背景实测达到 4.5:1。

Origin起源

Introduced by Apple at WWDC 2025 as the first unified design language across iPhone, iPad, Mac, Watch, and TV — Apple credits visionOS's glass optics as the inspiration, and ships it as a system material with SwiftUI/UIKit/AppKit APIs rather than a mere visual theme.

Apple 在 WWDC 2025 上发布,是首个横跨 iPhone、iPad、Mac、Watch 和 TV 的统一设计语言 —— Apple 称灵感来自 visionOS 的玻璃光学,并把它作为系统材质随 SwiftUI/UIKit/AppKit API 一起发布,而不只是一个视觉主题。

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