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florattuflorattu/claude-skills/skeuomorphic-ui/SKILL.md

skeuomorphic-ui

Skill0 starsChanged 5 months agoApache-2.0View on GitHub

Create skeuomorphic web UI surfaces with layered gradients, stacked inner and outer shadows, reflective gradient borders, micro texture, and embossed text or icon details. Use when asked for pressed, carved, tactile, realistic, soft-plastic, soft-metal, or premium physical interface styling.

2 other projects use a version of this.

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We split this skill into the rules it gives an agent

14 rules. About 0 are common, 13 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈13

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Start with a rounded shape and a soft vertical gradient: lighter top, darker bottom.

    line 14
  2. Distinctive:

    Add a 1px gradient-border wrapper to simulate a reflective edge.

    line 15
  3. Distinctive:

    Add a fine top-edge highlight and a darker lower edge.

    line 17
  4. Distinctive:

    Use text shadows and icon shadows sparingly for an embossed feel.

    line 18
  5. Distinctive:

    Add micro-details only when scale supports it: dots, grain, seams, or tiny specular marks.

    line 19
  6. Very specific:

    Keep transitions smooth and short: 160ms to 240ms.

    line 20
  7. Distinctive:

    Use for cards, panels, primary buttons, tabs, and control housings.

    line 39
  8. Distinctive:

    Use for active buttons, toggled controls, selected tabs, and inset wells.

    line 72
  9. Distinctive:

    Use for labels inside tactile controls.

    line 88
  10. Distinctive:

    Use micro texture at low opacity.

    line 106
  11. Distinctive:

    Use one physical material per component: soft plastic, enamel, ceramic, metal, or rubber.

    line 118
  12. Distinctive:

    Keep depth directional: light from top, shadow below.

    line 119
  13. Distinctive:

    Avoid pure black shadows; use tinted grays or brand-tinted darks.

    line 120
  14. Distinctive:

    Do not mix glassmorphism, neumorphism, and skeuomorphism in the same component.

    line 121

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Skeuomorphic UI

Use When

  • A card, button, switch, dial, input, toolbar, or control should feel tactile.
  • A flat surface needs physical depth without becoming glossy or cartoonish.
  • The design calls for pressed, carved, raised, soft-plastic, soft-metal, or premium hardware-like UI.

Surface Recipe

  1. Start with a rounded shape and a soft vertical gradient: lighter top, darker bottom.
  2. Add a 1px gradient-border wrapper to simulate a reflective edge.
  3. Stack outer shadows for elevation and inset shadows for carved depth.
  4. Add a fine top-edge highlight and a darker lower edge.
  5. Use text shadows and icon shadows sparingly for an embossed feel.
  6. Add micro-details only when scale supports it: dots, grain, seams, or tiny specular marks.
  7. Keep transitions smooth and short: 160ms to 240ms.

Base Tokens

Tune these per brand and theme.

:root {
  --sk-bg-top: #f8fafc;
  --sk-bg-mid: #e9eef5;
  --sk-bg-bottom: #cfd7e4;
  --sk-edge-top: rgba(255, 255, 255, 0.82);
  --sk-edge-bottom: rgba(79, 93, 122, 0.34);
  --sk-shadow: rgba(31, 41, 55, 0.18);
  --sk-shadow-deep: rgba(31, 41, 55, 0.28);
  --sk-highlight: rgba(255, 255, 255, 0.72);
}

Raised Surface

Use for cards, panels, primary buttons, tabs, and control housings.

.sk-surface {
  position: relative;
  border: 1px solid transparent;
  border-radius: 22px;
  background:
    linear-gradient(180deg, var(--sk-bg-top), var(--sk-bg-mid) 48%, var(--sk-bg-bottom)) padding-box,
    linear-gradient(180deg, var(--sk-edge-top), rgba(255, 255, 255, 0.22) 45%, var(--sk-edge-bottom)) border-box;
  box-shadow:
    0 18px 34px var(--sk-shadow),
    0 5px 12px rgba(31, 41, 55, 0.12),
    inset 0 1px 0 var(--sk-highlight),
    inset 0 -1px 0 rgba(79, 93, 122, 0.24);
  transition:
    box-shadow 200ms ease,
    transform 200ms ease,
    background 200ms ease;
}

.sk-surface::after {
  content: "";
  position: absolute;
  inset: 1px 1px auto;
  height: 35%;
  border-radius: inherit;
  background: linear-gradient(180deg, rgba(255, 255, 255, 0.42), transparent);
  pointer-events: none;
}

Pressed Surface

Use for active buttons, toggled controls, selected tabs, and inset wells.

.sk-surface.is-pressed {
  transform: translateY(1px);
  background:
    linear-gradient(180deg, #d5dce8, #eef2f7 52%, #f8fafc) padding-box,
    linear-gradient(180deg, rgba(72, 84, 112, 0.38), rgba(255, 255, 255, 0.62)) border-box;
  box-shadow:
    inset 0 4px 10px rgba(31, 41, 55, 0.22),
    inset 0 -1px 0 rgba(255, 255, 255, 0.72),
    0 4px 10px rgba(31, 41, 55, 0.10);
}

Embossed Text And Icons

Use for labels inside tactile controls. Keep it subtle.

.sk-label {
  color: #334155;
  text-shadow:
    0 1px 0 rgba(255, 255, 255, 0.78),
    0 -1px 0 rgba(31, 41, 55, 0.12);
}

.sk-icon {
  filter:
    drop-shadow(0 1px 0 rgba(255, 255, 255, 0.78))
    drop-shadow(0 -1px 0 rgba(31, 41, 55, 0.14));
}

Micro Texture

Use micro texture at low opacity. It should be felt, not noticed.

.sk-texture {
  background-image:
    radial-gradient(circle at 20% 30%, rgba(255, 255, 255, 0.34) 0 1px, transparent 1.5px),
    radial-gradient(circle at 70% 65%, rgba(31, 41, 55, 0.08) 0 1px, transparent 1.5px);
  background-size: 18px 18px, 22px 22px;
}

Taste Rules

  • Use one physical material per component: soft plastic, enamel, ceramic, metal, or rubber.
  • Keep depth directional: light from top, shadow below.
  • Avoid pure black shadows; use tinted grays or brand-tinted darks.
  • Do not mix glassmorphism, neumorphism, and skeuomorphism in the same component.
  • Reserve heavy pressed effects for interactive states, not every surface.
  • Reduce texture on small controls so the UI stays crisp.

Quick Checks

  • Raised state has a brighter top edge and darker lower edge.
  • Pressed state reverses depth with inset shadows.
  • Rounded corners stay smooth at the actual rendered size.
  • The gradient border is 1px and does not overpower the content.
  • Text and icons remain readable after shadow effects.

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