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SwiftUI と Shader を活用した楽しいオンボーディング起動画面の作成

Avatar for Megabits_mzq Megabits_mzq
September 03, 2025

SwiftUI と Shader を活用した楽しいオンボーディング起動画面の作成

Avatar for Megabits_mzq

Megabits_mzq

September 03, 2025
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  1. Image(.onboardingIcon) .resizable() .aspectRatio(1, contentMode: .fit) .frame(width: 300) .distortionEffect( ShaderLibrary.meltDistortion( .boundingRect,

    .float(time) ), maxSampleOffset: .init(width: 150, height: 150)) .glur(radius: 8.0, offset: 0.4, interpolation: 0.5)
  2. Image(.onboardingIcon) .resizable() .aspectRatio(1, contentMode: .fit) .frame(width: 300) .distortionEffect( ShaderLibrary.meltDistortion( .boundingRect,

    .float(time) ), maxSampleOffset: .init(width: 150, height: 150)) .glur(radius: 8.0, offset: 0.4, interpolation: 0.5)
  3. #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 meltDistortion(float2

    position, float4 bounds, float time) { float2 positionYInSize = position / bounds.zw; if (positionYInSize.y > 0.5) { float y = positionYInSize.y - 0.5; position.x += sin(y * 25 + time) * 0.2 * bounds.z * y; } return position; }
  4. #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 meltDistortion(float2

    position, float4 bounds, float time) { float2 positionYInSize = position / bounds.zw; if (positionYInSize.y > 0.5) { float y = positionYInSize.y - 0.5; position.x += sin(y * 25 + time) * 0.2 * bounds.z * y; } return position; }
  5. #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 meltDistortion(float2

    position, float4 bounds, float time) { float2 positionYInSize = position / bounds.zw; if (positionYInSize.y > 0.5) { float y = positionYInSize.y - 0.5; position.x += sin(y * 25 + time) * 0.2 * bounds.z * y; } return position; }
  6. #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 meltDistortion(float2

    position, float4 bounds, float time) { float2 positionYInSize = position / bounds.zw; if (positionYInSize.y > 0.5) { float y = positionYInSize.y - 0.5; position.x += sin(y * 25 + time) * 0.2 * bounds.z * y; } return position; }
  7. #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 meltDistortion(float2

    position, float4 bounds, float time) { float2 positionYInSize = position / bounds.zw; if (positionYInSize.y > 0.5) { float y = positionYInSize.y - 0.5; position.x += sin(y * 25 + time) * 0.2 * bounds.z * y; } return position; }
  8. TimelineView(.animation) { timeline in let time = startDate.distance(to: timeline.date) Image(.onboardingIcon)

    .resizable() .aspectRatio(1, contentMode: .fit) .frame(width: 300) .distortionEffect( ShaderLibrary.meltDistortion( .boundingRect, .float(time) ), maxSampleOffset: .init(width: 150, height: 150)) .glur(radius: 8.0, offset: 0.4, interpolation: 0.5) }
  9. TimelineView(.animation) { timeline in let time = startDate.distance(to: timeline.date) Image(.onboardingIcon)

    .resizable() .aspectRatio(1, contentMode: .fit) .frame(width: 300) .distortionEffect( ShaderLibrary.meltDistortion( .boundingRect, .float(time) ), maxSampleOffset: .init(width: 150, height: 150)) .glur(radius: 8.0, offset: 0.4, interpolation: 0.5) }
  10. Rectangle() .background { Color.white.opacity(0.1) } .foregroundStyle(stripeColor) .colorEffect( ShaderLibrary.stripBackground( .boundingRect, .float(stripeCount)

    ) ) .colorEffect( ShaderLibrary.grain( .boundingRect, .float(0) ) ) .opacity(0.3) .overlay(alignment: .top) { LinearGradient(colors: [.black, .clear], startPoint: .top, endPoint: .bottom) .frame(height: 50) }
  11. #include <metal_stdlib> using namespace metal; float2 rotateUV(float2 uv, float rotation)

    { float mid = 0.5; return float2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } [[ stitchable ]] half4 stripBackground(float2 position, half4 color, float4 bounds, float stripCount) { float2 positionInSize = position/bounds.zw; float2 rotated = rotateUV(positionInSize, 1.2); float stripPosition = fmod(rotated.x * stripCount,1); half a = smoothstep(0, 1, stripPosition * 2); if (stripPosition > 0.5) { a = smoothstep(1, 0, (stripPosition - 0.5) * 2); } half alpha = smoothstep(0.8, 0, rotated.y); return half4(color.rgb * a * alpha, alpha); }
  12. #include <metal_stdlib> using namespace metal; float2 rotateUV(float2 uv, float rotation)

    { float mid = 0.5; return float2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } [[ stitchable ]] half4 stripBackground(float2 position, half4 color, float4 bounds, float stripCount) { float2 positionInSize = position/bounds.zw; float2 rotated = rotateUV(positionInSize, 1.2); float stripPosition = fmod(rotated.x * stripCount,1); half a = smoothstep(0, 1, stripPosition * 2); if (stripPosition > 0.5) { a = smoothstep(1, 0, (stripPosition - 0.5) * 2); } half alpha = smoothstep(0.8, 0, rotated.y); return half4(color.rgb * a * alpha, alpha); }
  13. #include <metal_stdlib> using namespace metal; float2 rotateUV(float2 uv, float rotation)

    { float mid = 0.5; return float2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } [[ stitchable ]] half4 stripBackground(float2 position, half4 color, float4 bounds, float stripCount) { float2 positionInSize = position/bounds.zw; float2 rotated = rotateUV(positionInSize, 1.2); float stripPosition = fmod(rotated.x * stripCount,1); half a = smoothstep(0, 1, stripPosition * 2); if (stripPosition > 0.5) { a = smoothstep(1, 0, (stripPosition - 0.5) * 2); } half alpha = smoothstep(0.8, 0, rotated.y); return half4(color.rgb * a * alpha, alpha); }
  14. #include <metal_stdlib> using namespace metal; float2 rotateUV(float2 uv, float rotation)

    { float mid = 0.5; return float2( cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid, cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid ); } [[ stitchable ]] half4 stripBackground(float2 position, half4 color, float4 bounds, float stripCount) { float2 positionInSize = position/bounds.zw; float2 rotated = rotateUV(positionInSize, 1.2); float stripPosition = fmod(rotated.x * stripCount,1); half a = smoothstep(0, 1, stripPosition * 2); if (stripPosition > 0.5) { a = smoothstep(1, 0, (stripPosition - 0.5) * 2); } half alpha = smoothstep(0.8, 0, rotated.y); return half4(color.rgb * a * alpha, alpha); }
  15. Rectangle() .background { Color.white.opacity(0.1) } .foregroundStyle(stripeColor) .colorEffect( ShaderLibrary.stripBackground( .boundingRect, .float(stripeCount)

    ) ) .colorEffect( ShaderLibrary.grain( .boundingRect, .float(0) ) ) .opacity(0.3) .overlay(alignment: .top) { LinearGradient(colors: [.black, .clear], startPoint: .top, endPoint: .bottom) .frame(height: 50) }
  16. #include <SwiftUI/SwiftUI_Metal.h> #include <metal_stdlib> using namespace metal; [[ stitchable ]]

    half4 grain(float2 position, half4 color, float4 bounds, float time) { float strength = 16.0; float2 coords = position / bounds.zw; float x = (coords.x + 4.0 ) * (coords.y + 4.0 ) * 10.0; float4 grain = float4(fmod((fmod(x, 13.0) + 1.0) * (fmod(x, 123.0) + 1.0), 0.01)-0.005) * strength; return color + half4(grain); }
  17. TimelineView(.animation) { timeline in Color.clear .onChange(of: timeline.date) { old, new

    in if allowInteraction { let dateDiff = old.distance(to: new) if !isPressing { slitPosition += dateDiff / 2 if slitPosition > 1 { slitPosition = 1 } } else { slitPosition -= dateDiff / 3 if slitPosition < -0.1 { allowInteraction = false viewObject.successHaptics() nextPage?() } } } if slitPosition != 1 { let newValue = max(Float(slitPosition * viewSize.height), 1) let oldValue = slitScanData.first ?? 1 let diff = Int(abs(newValue - oldValue)) if diff != 0 { if newValue > oldValue { for i in 1...diff { slitScanData.insert(oldValue + Float(i), at: 0) } } else { for i in 1...diff { slitScanData.insert(oldValue - Float(i), at: 0) } } } else { slitScanData.insert(newValue, at: 0) } if slitScanData.count > Int(viewSize.height / 2) { slitScanData.removeLast() } } } }
  18. content .background { StripBackgroundView() .overlay(alignment: .top) { LinearGradient(colors: [.black, .clear],

    startPoint: .top, endPoint: .bottom) .frame(height: 50) } } .layerEffect(ShaderLibrary.slitScanVerticalStacked( .float(max(slitPosition * viewSize.height, 0)), .floatArray(slitScanData) ), maxSampleOffset: .init(width: 0, height: viewSize.height / 2))
  19. #include <metal_stdlib> #include <SwiftUI/SwiftUI.h> using namespace metal; [[ stitchable ]]

    half4 slitScanVerticalStacked(float2 position, SwiftUI::Layer layer, float slitPosition, device const float *slitScanData, int count) { if (position.y < slitPosition) { return layer.sample(position); } else { float dataIndexToUse = position.y - slitPosition; return layer.sample(float2(position.x, slitScanData[int(dataIndexToUse / 2)])); } }
  20. #include <metal_stdlib> using namespace metal; [[ stitchable ]] half4 drawScanLine(float2

    position, half4 color, float4 bounds, float linePosition, float lineWidth, float shadowWidth, float shadowAlpha) { float2 positionInSize = position/bounds.zw; if (positionInSize.y > linePosition && positionInSize.y < linePosition + lineWidth) { return color; } else if (positionInSize.y > linePosition && positionInSize.y < linePosition + shadowWidth) { float positionInShadow = (positionInSize.y - linePosition) / shadowWidth; half a = smoothstep(1.0, 0.0, positionInShadow) * shadowAlpha; return half4(color.rgb * a, a); } else { return half4(0); } }