From ios-craft
Visual effects from SwiftUI modifiers through Metal shaders. Use when the user wants glassmorphism, neon glow, particles, gradient mesh, blur effects, or custom GPU shaders. Covers SwiftUI native effects, Liquid Glass, Canvas drawing, CAEmitterLayer particles, and introductory Metal shaders with a parameter playground.
npx claudepluginhub ildunari/kosta-plugins --plugin ios-craftThis skill uses the workspace's default tool permissions.
1. **What effect?** — Identify the visual effect the user wants. Categorize: blur/glass, glow/shadow, gradient, particle, shader, or composite.
Provides Ktor server patterns for routing DSL, plugins (auth, CORS, serialization), Koin DI, WebSockets, services, and testApplication testing.
Conducts multi-source web research with firecrawl and exa MCPs: searches, scrapes pages, synthesizes cited reports. For deep dives, competitive analysis, tech evaluations, or due diligence.
Provides demand forecasting, safety stock optimization, replenishment planning, and promotional lift estimation for multi-location retailers managing 300-800 SKUs.
.blur(radius:), .shadow(color:radius:x:y:), LinearGradient/RadialGradient/AngularGradient/MeshGradient, .blendMode(), .visualEffect { content, proxy in }. See references/swiftui-visual-effects-catalog.md for 20 complete examples..glassEffect() modifier for frosted glass that refracts content beneath it. Pairs with .containerBackground for depth. Check deployment target before suggesting.Canvas { context, size in } for performant custom 2D drawing. Supports paths, images, text, filters, blending. 60fps capable. Good for generative backgrounds, custom charts, particle-like effects without UIKit.UIViewRepresentable. See references/caemitter-recipes.md for 5 complete recipes..colorEffect(ShaderLibrary.myShader()), .distortionEffect(ShaderLibrary.myShader()), .layerEffect(ShaderLibrary.myShader()). See references/metal-shader-starter.md for 5 beginner shaders with line-by-line MSL comments.@State float values to shader uniforms for real-time tweaking..drawingGroup() to flatten complex view hierarchies into a single Metal texture. Avoid stacking multiple .blur() modifiers. Profile with Instruments > Core Animation and GPU counters..compositingGroup() to control how effects interact.references/swiftui-visual-effects-catalog.md — 20 visual effects with pure SwiftUI codereferences/metal-shader-starter.md — 5 beginner Metal shaders with MSL comments + SwiftUI integrationreferences/caemitter-recipes.md — 5 particle system recipes with UIViewRepresentable wrappersuikit-bridge skill — for wrapping UIKit visual layers in SwiftUIios-performance-beginner skill — for profiling visual effect impact