Beautiful Metal shaders
for SwiftUI.

Without writing a line of MSL. Tweak sliders, copy a real .metal file, drop it into Xcode.

Fractal Clouds
Organic noise. Slow drift.
Ink Smoke
Diffused, layered, soft.
Liquid Chrome
Reflective. Animated.
Loop
Geometric. Endlessly tweakable.
Starfield
Parallax, depth, motion.
Fractal Clouds
Organic noise. Slow drift.
Ink Smoke
Diffused, layered, soft.
Liquid Chrome
Reflective. Animated.
Loop
Geometric. Endlessly tweakable.
Starfield
Parallax, depth, motion.

Three steps. One file.

01

Pick an effect.

Choose from the catalog. Every effect comes with sensible defaults so you can start with something that already looks good.

02

Tweak the sliders.

Live WebGPU preview updates as you drag. Share the URL — every parameter is in the link.

03

Copy the .metal.

Hit export. You get a real [[stitchable]] Metal file plus a SwiftUI snippet that drops straight into Xcode.

Real Metal. Real SwiftUI.

Drop two files into your project. Run.

loop.metalMSL
1#include <metal_stdlib>
2#include <SwiftUI/SwiftUI_Metal.h>
3using namespace metal;
4
5[[stitchable]] half4 loop(float2 position, half4 color,
6 float4 boundingRect, float time,
7 float speed, float lines,
8 half4 tint) {
9 // …
10}
ContentView.swiftSwift
1import SwiftUI
2
3struct ContentView: View {
4 var body: some View {
5 LoopView()
6 .ignoresSafeArea()
7 }
8}
9
10struct LoopView: View {
11 var body: some View {
12 TimelineView(.animation) { context in
13 let t = context.date.timeIntervalSince(.init(timeIntervalSinceReferenceDate: 0))
14 Color.black.colorEffect(
15 ShaderLibrary.loop(
16 .boundingRect,
17 .float(Float(t)),
18 .float(1.2),
19 .float(8),
20 .color(Color(hex: "#5E5CE6"))
21 )
22 )
23 }
24 }
25}
26
27#Preview { ContentView() }

Both files are generated for the parameters you set. No edits needed.

Free to play. Pro to ship.

Free

$0

Play with the editor.

  • Full editor access
  • Every effect
  • Every parameter
  • Live preview
  • Shareable URLs
Open the editor

Questions, answered.

Do I need to know Metal?
No. MetalForge writes the Metal Shading Language for you. You pick an effect, tweak sliders, and copy the .metal file into your Xcode project. Reading MSL helps if you want to tweak further, but it isn't required.
Where can I use these shaders?
Anywhere SwiftUI runs — iOS 17+, iPadOS 17+, macOS 14+, visionOS 1+, tvOS 17+, watchOS 10+. Every export uses SwiftUI's [[stitchable]] signature applied via .colorEffect, .distortionEffect, or .layerEffect.
Can I use them commercially?
Yes. You own what you export, on every plan. Ship it in paid apps, indie projects, or client work.
Is the preview really running my shader?
The preview runs an equivalent WGSL version of the shader in your browser via WebGPU — same math, different language. The .metal file you download is hand-written MSL with the same algorithm. Browsers can't run Metal directly, so we maintain both.
What's the difference between Free and Pro?
Free gives you the full editor — every effect, every parameter, live preview, shareable URLs. Pro adds the one thing you need to actually ship: exporting the .metal file and the SwiftUI snippet.
Can I cancel anytime?
Yes. Cancel from your subscription page in one click. You keep Pro until the end of the period you've paid for.

Ship your first shader in five minutes.

Open the editor