---
title: "Compose advanced graphics effects with SwiftUI"
description: "Compose SwiftUI shader, timeline, scrolling, and alignment APIs into advanced animated visual effects from simple pipeline stages."
shoutout: "Unofficial, made with love by Superwall - the best way to monetize your apps."
category: "SwiftUI & UI Frameworks"
---

# Compose advanced graphics effects with SwiftUI


[Watch on Apple Developer](https://developer.apple.com/videos/play/wwdc2026/322/)

Compose SwiftUI shader, timeline, scrolling, and alignment APIs into advanced animated visual effects from simple pipeline stages.

## TL;DR

- Treat advanced SwiftUI graphics as a composable pipeline: start with existing data, transform it through small APIs, then connect stages together.
- Use SwiftUI shader effects-especially `layerEffect`-with Metal stitchable functions to sample a view layer and create image-based warps driven by noise textures.
- Drive stateless shader animation by passing changing time values from `TimelineView(.animation)` into shader parameters.
- Build synchronized foreground UI with `ScrollViewReader`, playback-state changes, overlays, and `alignmentGuide` instead of manual offsets.

## Creative pipelines for SwiftUI effects

The session frames advanced SwiftUI visuals as a pipeline: data enters one stage, gets transformed, and becomes input for the next stage. The example starts from a podcast app that already has cover art, playback state, and transcript text, then composes standard SwiftUI layout and graphics APIs into a richer experience.

The finished design has two parallel flows: a background flow that turns cover art into an animated visualizer, and a foreground flow that turns transcript data plus playback time into a synchronized scrolling transcript with a floating timestamp.

- Break down the design into data sources: image, playback time, transcript lines, and line timestamps.
- Choose a transformation for each stage: blur, shader warp, time-driven animation, current-line highlighting, scrolling, and overlay alignment.
- Compose stages rather than building one monolithic custom renderer.

## Cover art, blur, and shader effects

The background begins with a regular SwiftUI `Image`, softened with `blur(radius:)` so it can sit behind transcript text without competing for attention. The visualizer is then built with a SwiftUI shader effect.

SwiftUI exposes shader effects through `colorEffect`, `distortionEffect`, and `layerEffect`. `colorEffect` transforms each pixel color, `distortionEffect` maps output positions to source positions, and `layerEffect` receives the whole rendered layer so the shader can sample from nearby pixels or the broader region. The example chooses `layerEffect` for flexibility.

- Shaders run per pixel on the GPU; each pixel invocation is independent.
- A `[[stitchable]]` Metal function can be called from SwiftUI via `ShaderLibrary`.
- `layerEffect` receives `SwiftUI::Layer`, which can be sampled at arbitrary positions.
- Pass SwiftUI-side values, such as size, offsets, images, or time, as shader parameters.

### Start from cover art and soften it

The raw image becomes a blurred background layer before shader processing.

```text
Image("CoverArt")
    .blur(radius: 30)
```

### Minimal SwiftUI layer effect and Metal shader

The first shader simply samples the original layer at the current pixel position, producing the same image while establishing the shader pipeline.

```text
GeometryReader { proxy in
    CoverArtView()
        .layerEffect(
            ShaderLibrary.backgroundWarp(),
            maxSampleOffset: .zero
        )
}
.ignoresSafeArea()

[[stitchable]] half4 backgroundWarp(
    float2 position,
    SwiftUI::Layer layer
) {
    return layer.sample(position);
}
```

## Organic warping with noise and domain warping

A uniform offset only shifts every pixel in the same way. To get organic variation, the example passes a precomputed `NoiseTexture` into the shader and samples its red and green channels as a two-dimensional per-pixel offset.

The richer version uses domain warping: sample noise once to get an intermediate coordinate offset, then sample noise again at the shifted coordinate. That layered noise produces flowing blob-like distortions.

- Pass the view size so the shader can compute UV coordinates from pixel positions.
- Pass the noise image with `.image(Image("NoiseTexture"))`; Metal receives it as `texture2d&lt;half&gt;`.
- Use a repeating, linear sampler so the noise texture tiles smoothly.
- Scale the sampled red/green values around zero before adding them to the source sample position.

### SwiftUI passes size and noise texture to the shader

The layer effect receives both geometry-derived size and a noise texture.

```text
GeometryReader { proxy in
    CoverArtView()
        .layerEffect(
            ShaderLibrary.backgroundWarp(
                .float2(proxy.size),
                .image(Image("NoiseTexture"))
            ),
            maxSampleOffset: .zero
        )
}
.ignoresSafeArea()
```

### Metal layer shader with domain warping

The shader uses a second noise sample at a noise-shifted coordinate to create a more complex warp.

```text
[[stitchable]] half4 backgroundWarp(
    float2 position,
    SwiftUI::Layer layer,
    float2 size,
    texture2d<half> noiseTex
) {
    constexpr sampler s(address::repeat, filter::linear);
    float2 uv = position / size;
    half4 n = noiseTex.sample(s, uv);
    float2 q = float2(n.r, n.g);
    n = noiseTex.sample(s, uv + q);
    float2 offset = (float2(n.r, n.g) - 0.5) * 200.0;
    return layer.sample(position + offset);
}
```

## Animating shaders with time

SwiftUI transaction-based animation is not enough by itself for shader state, because shaders are stateless and compute output only from their inputs. To animate a shader, pass in a parameter that changes over time.

`TimelineView(.animation)` supplies a timestamp each frame. The example records a start date, computes elapsed time, and passes that value into the shader so the noise sampling position can change as playback continues.

- Use `TimelineView(.animation)` for frame-by-frame time values.
- Compute elapsed time relative to a stored `startDate`.
- Forward elapsed time as a `.float` shader argument.
- Use the time value in Metal to shift noise sampling and make the warp flow.

### Pass elapsed time into a layer shader

The timeline acts as the time pipe that drives an otherwise stateless shader.

```swift
@State private var startDate = Date.now

TimelineView(.animation) { timeline in
    let elapsed = timeline.date.timeIntervalSince(startDate)
    CoverArtView()
        .layerEffect(
            ShaderLibrary.backgroundWarp(
                .float2(proxy.size),
                .image(Image("NoiseTexture")),
                .float(elapsed)
            ),
            maxSampleOffset: .zero
        )
}
```

## Time-synced transcript and floating timestamps

The foreground transcript remains ordinary SwiftUI: `Text` views in a `LazyVStack` inside a `ScrollView`. Playback state determines the current line, which is styled differently from the rest.

`ScrollViewReader` and `onChange` keep the current line centered as playback progresses. Timestamp labels are attached with overlays, and `alignmentGuide` semantically changes how the overlay aligns so the timestamp floats outside the row edge without manual size-dependent offsets.

- Use playback timestamp to derive the current transcript line.
- Use `scrollProxy.scrollTo(_:anchor:)` when the current line changes.
- Keep timestamp overlays present but show only the active one, avoiding layout changes.
- Prefer `alignmentGuide` for semantic attachment over hard-coded `offset` values.

### Scroll transcript to the current line

The transcript highlights the current line and scrolls it to the center when playback advances.

```text
@State private var playback = PlaybackState()

ScrollViewReader { scrollProxy in
    ScrollView {
        LazyVStack(alignment: .leading, spacing: 12) {
            ForEach(sampleTranscript) { line in
                Text(line.text)
                    .transcriptLineStyle(
                        isCurrent: line.id == playback.currentLineIndex
                    )
            }
        }
    }
    .onChange(of: playback.currentLineIndex, { _, i in
        scrollProxy.scrollTo(i, anchor: .center)
    })
}
```

### Float a timestamp with an alignment guide

The overlay's bottom alignment is overridden to use the timestamp's top edge, placing it just outside the text row.

```text
Text(line.text)
    .overlay(alignment: .bottomLeading) {
        Text(line.formattedTimestamp)
            .alignmentGuide(.bottom) { $0[.top] }
    }
```

## Resources

- [Alignment](https://developer.apple.com/documentation/SwiftUI/Alignment)
- [Composing advanced graphics effects with SwiftUI](https://developer.apple.com/documentation/SwiftUI/Composing-advanced-graphics-effects-with-SwiftUI)
- [Shader](https://developer.apple.com/documentation/SwiftUI/Shader)

## Related Sessions

- [Create custom visual effects with SwiftUI](https://developer.apple.com/videos/play/wwdc2024/10151)

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