Intense Bling

Maximum-intensity holographic shimmer layerEffect over any source view via a SwiftUI Metal stitchable shader, with a dense diamond grid, multi-hue rainbow, three moving hotspots, and layered tilt-driven sparkles for a secret-rare card look

Free
Free with a ShipSwift account.

Copies a short instruction with your private download link. Paste it into your agent: it downloads the whole skill (the source code, the setup steps and the mistakes we already made for you) and builds the screen.

Works with

+70

What it does

The most intense member of the foil family. Through SwiftUI's layerEffect Metal pipeline, it overlays a dense vertical diamond grid, a multi-hue rainbow built in HSV, three moving light hotspots, and two layers of sparkles (regular + extra-bright "mega" sparkles), all driven by a tilt vector for an aggressive "secret-rare card" shimmer. The intensity parameter scales every holographic overlay, so the same shader spans a light surface finish (≈ source image) up to the full secret-rare blast.

Requires iOS 18+ / macOS 15+.

What you get

  • ✓385 lines of source code, ready to paste
  • ✓Attribution
  • ✓File Layout
  • ✓Source Code
  • ✓Usage
  • ✓Parameters
  • ✓Integration Checklist
  • ✓Notes / Gotchas
animationmetalshaderholographicblinglayerEffectcardSwiftUI

Usage

// Default — moderate intensity (0.5), internal animation only
SWIntenseBling {
    Image("photo").resizable().scaledToFill()
}
.frame(width: 250, height: 350)
.clipShape(RoundedRectangle(cornerRadius: 16))

// Keep the photo readable — low intensity reads as a surface finish only
SWIntenseBling(intensity: 0.25) { cardArtwork }

// Full secret-rare blast, tilt-driven from a DragGesture
@State private var tilt: CGSize = .zero

SWIntenseBling(tilt: tilt, intensity: 1.0) { cardArtwork }
    .gesture(
        DragGesture()
            .onChanged { v in
                tilt = CGSize(width: v.translation.width / 100,
                              height: v.translation.height / 100)
            }
            .onEnded { _ in withAnimation(.spring) { tilt = .zero } }
    )

Parameters

ParameterTypeDefaultRangeNotes
tiltCGSize.zero~ -1…1 per axisLight/parallax direction, usually drag-driven
intensityFloat0.50…1Strength of every overlay — 0 ≈ source image, 1 = full secret-rare blast
speedFloat1.00…3Multiplier on the internal animation time
showsControlsBoolfalse—Demo-only gear ToolbarItem; requires an enclosing NavigationStack

Integration Checklist

  1. Copy SWIntenseBling.swift and SWIntenseBling.metal into your Xcode target, keeping the MIT attribution header on both files.
  2. Confirm the deployment target is iOS 18+ / macOS 15+.
  3. Wrap a card / photo / SF Symbol in SWIntenseBling { ... }; clip it to a RoundedRectangle.
  4. Start with a low intensity (≈ 0.25) if the underlying photo must stay the clear subject; raise toward 1.0 only when you want the full holographic blast to dominate.
  5. Drive tilt from a DragGesture to make the hotspots and sparkles sweep across the card.

Notes / Gotchas

  • The shader returns the source unchanged where originalColor.a < 0.01 — the bling only paints over opaque pixels.
  • The two helpers (swBling_hash21, swBling_hsv2rgb) are vendored from ShaderKit and prefixed with swBling_ to avoid duplicate-symbol collisions when several SW Metal files coexist in one shader library. Keep the prefix if you adapt them.
  • This is the heaviest of the foil family — two sparkle layers, three hotspots, and a per-pixel HSV conversion. Prefer it on a single hero card rather than a grid of thumbnails.
  • maxSampleOffset is .zero (no neighbour sampling). Do not raise it.

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