Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Sign up for free
Menu
Search
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Features
All features
Private URLs
Password Protection
Custom URLS
Scheduled publishing
Remove Branding
Restrict embedding
Deck Collections
Notes
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Explore
Featured decks
Featured speakers
Programming
Technology
Storyboards
Pricing
Search
Sign in
Sign up for free
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
Search
Megabits_mzq
September 03, 2025
Programming
160
0
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
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
Megabits_mzq
September 03, 2025
More Decks by Megabits_mzq
See All by Megabits_mzq
OTP を自動で入力する裏技
megabitsenmzq
0
210
Liquid Glass, どこが変わったのか
megabitsenmzq
0
210
iPhone 16 Camera Control
megabitsenmzq
0
180
240fps で画像処理したい
megabitsenmzq
0
260
Swift 開発が楽になる道具たち
megabitsenmzq
1
800
Animoji を作ってみた
megabitsenmzq
0
220
MainMenu.xib を翻訳してみた
megabitsenmzq
0
320
WKWebView とめんどくさいお友達
megabitsenmzq
1
820
先週解決した SwiftUI 問題
megabitsenmzq
0
170
Other Decks in Programming
See All in Programming
複数ドメインを一つのアプリに統合するFlutterの設計と運用_FlutterKaigi2026登壇資料(須永高弘)
takahirosunaga
0
160
Web3Dライブラリを作ってVue Custom Rendererの仕組みを理解しよう / lets learn vue custom renderer by making 3d library
drumath2237
1
130
Vue.jsで作る空間解析アプリとCapacitorプラグインのData Bridge
hal_spidernight
1
170
AI時代のFlutter品質設計 — アプリ品質を守るQuality Layers
omatty198
0
360
SFCで実現する病院・医療システムの動的組み立て式UI
koukimiura
1
170
Claude Code ハーネスDeep Dive – 君はどこまで制御する? -
takateeen_knj
6
4.2k
まずはコードより業務と向き合う:テーブル解体のためにPdMを呼んだ話
sakawe_ee
0
190
PumaからFalconに移行したRailsアプリケーションでの実践
falcon8823
0
370
3回つくってわかった、 定期実行ジョブ基盤の本質情報
takai
4
3.8k
Optunaを作ったときにやりたかったこと、その後 (2026/10/16, Optuna Meetup #3)
iwiwi
4
1.5k
Apple Intelligenceとオンデバイス時代の到来
yahir0
0
230
[DroidKnights 2026] Workflow AX: From Auto-Documented Policies to E2E Testing
raeminkang
0
540
Featured
See All Featured
No one is an island. Learnings from fostering a developers community.
thoeni
21
3.9k
The browser strikes back
jonoalderson
0
1.9k
Let's Do A Bunch of Simple Stuff to Make Websites Faster
chriscoyier
508
140k
Optimising Largest Contentful Paint
csswizardry
37
4k
Building a Modern Day E-commerce SEO Strategy
aleyda
45
9.3k
Introduction to Domain-Driven Design and Collaborative software design
baasie
1
1.1k
The AI Revolution Will Not Be Monopolized: How open-source beats economies of scale, even for LLMs
inesmontani
PRO
3
3.8k
The B2B funnel & how to create a winning content strategy
katarinadahlin
PRO
1
610
Chrome DevTools: State of the Union 2024 - Debugging React & Beyond
addyosmani
10
1.4k
Making the Leap to Tech Lead
cromwellryan
135
10k
Agile that works and the tools we love
rasmusluckow
331
22k
B2B Lead Gen: Tactics, Traps & Triumph
marketingsoph
1
300
Transcript
@Megabits_mzq_jp STORES גࣜձࣾ SwiftUI ͱ Shader Λ׆༻ͨ͠ ָ͍͠ΦϯϘʔσΟϯάىಈը໘ͷ࡞
None
None
None
None
None
None
None
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)
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)
None
#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; }
#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; }
#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; }
#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; }
#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; }
None
None
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) }
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) }
None
None
None
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) }
None
#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); }
#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); }
#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); }
#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); }
None
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) }
#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); }
None
None
None
None
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() } } } }
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))
None
#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)])); } }
None
Rectangle() .foregroundStyle(.accent) .colorEffect( ShaderLibrary.drawScanLine( .boundingRect, .float(slitPosition), .float(0.003), .float((slitPosition < 0)
? -slitPosition*15 : 0.1), .float(0.4) ) )
#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); } }
None
None
@Megabits_mzq_jp GitHub SLIT_STUDIO