The Problem:
The current fallback for .backport.glassEffect() on iOS 17/18 uses .ultraThinMaterial, but the visual result is quite far from the iOS 26 Liquid Glass aesthetic. The material-based approach lacks:
- Refraction/distortion effects
- Depth-aware reflections
- The "liquid" feel of the glass
This creates a noticeable visual gap between iOS versions.
Suggestion:
Would you consider using a Metal shader-based approach for the fallback? There's a library called GlassEffect that implements GPU-rendered glass effects with:
- Real refraction and reflection simulation
- Fresnel effect
- Normal map texture support
- iOS 17+ compatibility
This could provide a much closer approximation to iOS 26's Liquid Glass on older devices, offering a more consistent cross-version experience.
Would you be open to exploring this as an alternative fallback implementation?
Thank you!