Design and implement holographic user interfaces
Design-style skill for Holographic UI: translucent, scanlined, glowing-edge interfaces that simulate light projections.
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Why it matters
Create futuristic, three-dimensional holographic UI components and interactions for web and spatial computing applications, enabling developers to build immersive user experiences with depth, transparency, and layered visual effects.
Outcomes
What it gets done
Generate CSS and WebGL code for holographic visual effects with depth and transparency
Design layered UI components that simulate 3D holographic projections
Implement interactive gestures and animations for spatial interfaces
Create accessible fallbacks and progressive enhancement for holographic designs
Install
Add it to your toolbox
Run in your project directory:
curl -fsSL https://spark.entire.vc/get/ag-holographic-ui | bash Overview
Holographic UI
A design-style skill for Holographic UI - translucent, scanlined, glowing-edge interfaces simulating a light projection - with matching Web CSS and SwiftUI implementations. Use it for futuristic dashboards, AR/VR concept interfaces, or sci-fi game UI that should look made of light; it requires a dark background for the hologram illusion to read.
What it does
Holographic UI is a design-style child skill ('made of light - interfaces projected into thin air, visible but completely translucent'), part of the design-it family and not meant to be triggered directly. Three core principles: Zero Opacity Backgrounds (elements are never fully solid - everything is semi-transparent, letting the background show through), Scanlines and Interference (the illusion of a projection is sold by horizontal scanlines, slight chromatic aberration, or flickering), and Luminous Edges (element borders are brighter than their centers, mimicking how lasers or light projections focus at the edges).
When to use - and when NOT to
Use it when the user's request matches this sci-fi, light-projection aesthetic - futuristic dashboards, AR/VR concept interfaces, or sci-fi game UI that should look like it's made of light rather than solid material. As a design sub-style, it's selected by the parent design-it skill's routing rather than invoked on its own.
Inputs and outputs
Visual DNA is almost exclusively monochrome cyan, blue, or green with white core highlights, thin technical sans-serifs (Rajdhani) with a mandatory glowing text-shadow, and intensive use of rgba(), mix-blend-mode: screen, and CSS filters. The web implementation requires a dark background for the hologram illusion to read at all, panels use an extremely sheer background fill (rgba(0, 200, 255, 0.05)) with a semi-transparent border, a dual box-shadow (inset glow plus outer glow) for the luminous-edge effect, and a repeating linear-gradient sized to a few pixels tall to simulate CRT-style scanlines across the panel. Text uses mix-blend-mode: screen so overlapping glow effects add light rather than obscuring each other. A subtle flicker keyframe randomly dips opacity at irregular percentage points (92%, 93%, 94%, 96%, 98%) rather than a smooth fade, mimicking an unstable projection.
.hologram-panel {
background: rgba(0, 200, 255, 0.05);
box-shadow: inset 0 0 20px rgba(0,200,255,0.2), 0 0 15px rgba(0,200,255,0.3);
background-image: linear-gradient(rgba(136,255,255,0.1) 1px, transparent 1px);
background-size: 100% 4px;
}
Integrations
SwiftUI reproduces the effect with .blendMode(.screen) marked as critical for the light-UI look, a colored .shadow() for the glow, a semi-transparent bordered panel matching the web's sheer-fill technique, and animated flicker state for the unstable-projection feel - the same layered glow-plus-transparency-plus-instability recipe as the CSS version, expressed through SwiftUI's native blend mode and shadow modifiers.
Who it's for
Designers and developers building futuristic dashboards, AR/VR concept interfaces, or sci-fi game UI that should read as projected light rather than solid material - leaning on real transparency, glow, and scanline effects rather than a flat neon color scheme alone.
Source README
Holographic UI
"Made of light. Interfaces projected into thin air, visible but completely translucent."
When to Use
Use this sub-style when the user's request matches the aesthetic described above. This is a child reference of the design-it skill and is not meant to be triggered directly.
Core Principles
- Zero Opacity Backgrounds: Elements are never fully solid. Everything is semi-transparent, allowing the background to show through.
- Scanlines and Interference: The illusion of a projection is sold by horizontal scanlines, slight chromatic aberration, or flickering.
- Luminous Edges: The borders of elements are brighter than the centers, mimicking how lasers or light projections focus at the edges.
Visual DNA
- Colors: Almost exclusively monochrome Cyan, Blue, or Green, with white core highlights.
- Typography: Thin, technical sans-serifs. Must have a glowing
text-shadow. - Styling: Intensive use of
rgba(),mix-blend-mode: screenoradd, and CSS filters.
Web Implementation
- CSS Example:
body {
background-color: #020202; /* Must be dark for holograms to show */
background-image: url('dark-lab-background.jpg');
background-size: cover;
color: #88ffff;
}
.hologram-panel {
background: rgba(0, 200, 255, 0.05); /* Extremely sheer */
border: 1px solid rgba(136, 255, 255, 0.5);
border-radius: 4px;
padding: 30px;
/* The glowing edge */
box-shadow:
inset 0 0 20px rgba(0, 200, 255, 0.2),
0 0 15px rgba(0, 200, 255, 0.3);
/* Scanline effect */
background-image: linear-gradient(
rgba(136, 255, 255, 0.1) 1px,
transparent 1px
);
background-size: 100% 4px;
}
.holo-text {
font-family: 'Rajdhani', sans-serif;
text-transform: uppercase;
text-shadow: 0 0 8px rgba(136, 255, 255, 0.8);
mix-blend-mode: screen;
}
/* Subtle flicker */
.holo-flicker {
animation: hologramFlicker 4s infinite;
}
@keyframes hologramFlicker {
0%, 100% { opacity: 1; }
92% { opacity: 1; }
93% { opacity: 0.4; }
94% { opacity: 0.9; }
96% { opacity: 0.2; }
98% { opacity: 1; }
}
App Implementation
SwiftUI
struct HolographicUIView: View {
@State private var isFlickering = false
var body: some View {
ZStack {
Color.black.ignoresSafeArea()
VStack {
Text("HOLOGRAM ACTIVE")
.font(.custom("Courier", size: 24))
.foregroundColor(Color(hex: "88FFFF"))
.shadow(color: Color(hex: "88FFFF"), radius: 10)
.blendMode(.screen) // Critical for light UI
Spacer().frame(height: 40)
VStack {
Text("SYSTEM DIAGNOSTICS")
.foregroundColor(Color(hex: "88FFFF"))
}
.padding(30)
.frame(maxWidth: .infinity)
.background(Color(hex: "88FFFF").opacity(0.05))
.border(Color(hex: "88FFFF").opacity(0.5), width: 1)
// The glowing edge effect
.shadow(color: Color(hex: "88FFFF").opacity(0.5), radius: 15)
.blendMode(.screen)
.opacity(isFlickering ? 0.4 : 1.0)
}
.padding()
// Scanline Overlay
LinearGradient(
stops: [
.init(color: Color(hex: "88FFFF").opacity(0.1), location: 0),
.init(color: .clear, location: 0.5)
],
startPoint: .top, endPoint: .bottom
)
.frame(height: 4)
.background(Color.clear)
// You would tile this in a real app using an Image or custom shape
.blendMode(.screen)
}
.onAppear {
// Simulate flicker
Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { _ in
if Int.random(in: 1...100) > 95 {
isFlickering.toggle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
isFlickering = false
}
}
}
}
}
}
.blendMode(.screen)is absolutely critical. It makes elements act like projected light.- Stack multiple
.shadow()modifiers to create a bloom effect around text and borders.
Flutter
class HolographicScreen extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Scaffold(
backgroundColor: Colors.black, // Dark lab background
body: Stack(
children: [
Padding(
padding: const EdgeInsets.all(24.0),
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
// Glowing Text
const Text(
'HOLOGRAM ACTIVE',
style: TextStyle(
fontFamily: 'Courier',
fontSize: 24,
color: Color(0xFF88FFFF),
shadows: [Shadow(color: Color(0xFF88FFFF), blurRadius: 10)],
),
),
const SizedBox(height: 40),
// Hologram Panel
Container(
width: double.infinity,
padding: const EdgeInsets.all(30),
decoration: BoxDecoration(
color: const Color(0xFF88FFFF).withOpacity(0.05),
border: Border.all(color: const Color(0xFF88FFFF).withOpacity(0.5)),
boxShadow: [
BoxShadow(color: const Color(0xFF88FFFF).withOpacity(0.2), blurRadius: 15, spreadRadius: 5),
],
),
child: const Text(
'SYSTEM DIAGNOSTICS',
textAlign: TextAlign.center,
style: TextStyle(color: Color(0xFF88FFFF)),
),
),
],
),
),
// Scanlines (IgnorePointer so it doesn't block taps)
IgnorePointer(
child: ShaderMask(
blendMode: BlendMode.screen, // Makes it act like light
shaderCallback: (bounds) => const LinearGradient(
begin: Alignment.topCenter, end: Alignment.bottomCenter,
stops: [0.0, 0.5, 0.5, 1.0],
colors: [Colors.black12, Colors.black12, Colors.transparent, Colors.transparent],
).createShader(bounds),
// To actually tile in Flutter, you often need a CustomPainter.
// Here we simulate the blend mode.
child: Container(color: const Color(0xFF88FFFF).withOpacity(0.1)),
),
),
],
),
);
}
}
- The
Shadowarray insideTextStylecreates the glowing text. BoxShadowwithspreadRadiuscreates the glowing panel border.ShaderMaskwithBlendMode.screenlayered over the UI gives it that light-projection quality.
React Native
const HolographicScreen = () => {
return (
<View style={{ flex: 1, backgroundColor: '#020202', padding: 24, justifyContent: 'center' }}>
<Text style={{
fontFamily: 'monospace', fontSize: 24, textAlign: 'center', color: '#88FFFF',
textShadowColor: '#88FFFF', textShadowRadius: 10, marginBottom: 40
}}>
HOLOGRAM ACTIVE
</Text>
<View style={{
backgroundColor: 'rgba(0, 200, 255, 0.05)',
borderWidth: 1, borderColor: 'rgba(136, 255, 255, 0.5)',
padding: 30, borderRadius: 4,
// The glowing edge
shadowColor: '#88FFFF', shadowOffset: { width: 0, height: 0 },
shadowOpacity: 0.5, shadowRadius: 15, elevation: 10
}}>
<Text style={{ color: '#88FFFF', textAlign: 'center', fontFamily: 'monospace' }}>
SYSTEM DIAGNOSTICS
</Text>
</View>
{/* Pseudo-scanlines overlay. In a real app, use an repeating Image background. */}
<View pointerEvents="none" style={{
position: 'absolute', top: 0, left: 0, right: 0, bottom: 0,
backgroundColor: 'rgba(136, 255, 255, 0.03)',
}} />
</View>
);
};
- React Native doesn't support
mix-blend-modeout of the box, so you must rely heavily on low-opacity backgrounds and intensetextShadow/shadowRadius. - Use
pointerEvents="none"on scanline overlays so they don't block user interactions.
Jetpack Compose
@Composable
fun HolographicScreen() {
Box(modifier = Modifier.fillMaxSize().background(Color(0xFF020202))) {
Column(
modifier = Modifier.fillMaxSize().padding(24.dp),
verticalArrangement = Arrangement.Center,
horizontalAlignment = Alignment.CenterHorizontally
) {
// Glowing Text
Text(
text = "HOLOGRAM ACTIVE",
fontFamily = FontFamily.Monospace,
fontSize = 24.sp,
color = Color(0xFF88FFFF),
style = TextStyle(
shadow = Shadow(color = Color(0xFF88FFFF), blurRadius = 10f)
),
modifier = Modifier.graphicsLayer { blendMode = BlendMode.Screen }
)
Spacer(Modifier.height(40.dp))
// Glowing Panel
Box(
modifier = Modifier
.fillMaxWidth()
.graphicsLayer { blendMode = BlendMode.Screen }
.shadow(15.dp, ambientColor = Color(0xFF88FFFF), spotColor = Color(0xFF88FFFF))
.background(Color(0xFF88FFFF).copy(alpha = 0.05f))
.border(1.dp, Color(0xFF88FFFF).copy(alpha = 0.5f))
.padding(30.dp),
contentAlignment = Alignment.Center
) {
Text("SYSTEM DIAGNOSTICS", color = Color(0xFF88FFFF), fontFamily = FontFamily.Monospace)
}
}
// Simulating scanlines overlay
Box(
modifier = Modifier
.fillMaxSize()
.background(Color(0xFF88FFFF).copy(alpha = 0.03f))
)
}
}
Modifier.graphicsLayer { blendMode = BlendMode.Screen }is exactly what you need in Compose to make elements act like projected light.- Use Compose's
shadowmodifier withambientColorandspotColorset to cyan to make the panels emit light.
Do's and Don'ts
- DO: Use
mix-blend-mode: screen(web) or additive blending so overlapping holographic panels get brighter where they intersect. - DON'T: Use any dark colors or drop shadows for the UI elements. Shadows don't exist in light projections.
Limitations
- This is a styling reference and does not replace environment-specific validation, accessibility testing, or expert review.
- Ensure appropriate contrast ratios and responsive behaviors are verified separately.
FAQ
Common questions
Discussion
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