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.
Adopted by
Most recently taken up by
- Saurabh-2607/Skillstheir own version, first seen Sep 2, 2026
- boraoztunc/skillsword for word, first seen Jun 11, 2026
Other versions2 projects use a version of this.
Word for word · 1
- boraoztunc/skills★ 454100% same
Edited · 0
None found.
Wrote their own version · 1
- Saurabh-2607/Skills★ 13same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
Show its rules and text
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
- Distinctive: line 14
Start with a rounded shape and a soft vertical gradient: lighter top, darker bottom.
- Distinctive: line 15
Add a 1px gradient-border wrapper to simulate a reflective edge.
- Distinctive: line 17
Add a fine top-edge highlight and a darker lower edge.
- Distinctive: line 18
Use text shadows and icon shadows sparingly for an embossed feel.
- Distinctive: line 19
Add micro-details only when scale supports it: dots, grain, seams, or tiny specular marks.
- Very specific: line 20
Keep transitions smooth and short: 160ms to 240ms.
- Distinctive: line 39
Use for cards, panels, primary buttons, tabs, and control housings.
- Distinctive: line 72
Use for active buttons, toggled controls, selected tabs, and inset wells.
- Distinctive: line 88
Use for labels inside tactile controls.
- Distinctive: line 106
Use micro texture at low opacity.
- Distinctive: line 118
Use one physical material per component: soft plastic, enamel, ceramic, metal, or rubber.
- Distinctive: line 119
Keep depth directional: light from top, shadow below.
- Distinctive: line 120
Avoid pure black shadows; use tinted grays or brand-tinted darks.
- Distinctive: line 121
Do not mix glassmorphism, neumorphism, and skeuomorphism in the same component.
≈ “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.
Files
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
- Start with a rounded shape and a soft vertical gradient: lighter top, darker bottom.
- Add a 1px gradient-border wrapper to simulate a reflective edge.
- Stack outer shadows for elevation and inset shadows for carved depth.
- Add a fine top-edge highlight and a darker lower edge.
- Use text shadows and icon shadows sparingly for an embossed feel.
- Add micro-details only when scale supports it: dots, grain, seams, or tiny specular marks.
- Keep transitions smooth and short:
160msto240ms.
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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