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Shadow Elevation Density

Community
phazurlabs
shadow-elevation-density

Elevation, shadow, depth, and density systems: shadow scales, elevation hierarchy, glassmorphism, blur effects, border-radius systems, and compact, comfortable, and spacious density modes with production CSS. Use when surfaces look flat or float wrongly, or when tuning information density.

Overview

Publisherphazurlabs
Repositorysumi
Skill nameshadow-elevation-density
Stars
58
Forks
11
Bundled files
7
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 7 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by phazurlabs on GitHub. Read the source before you install it.

Installation

Install the Shadow Elevation Density AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/phazurlabs/sumi/tree/main/skills/shadow-elevation-density
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/phazurlabs/sumi.git /tmp/sumi
mkdir -p .claude/skills
cp -r /tmp/sumi/skills/shadow-elevation-density .claude/skills/shadow-elevation-density
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Shadow Elevation Density in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Shadow Elevation Density on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Shadow Elevation Density is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Shadow, Elevation and Density

Mental model

Elevation is a lie the interface tells consistently. It works only when every element agrees on where the light is and how far off the surface it sits.

Three rules carry most of the weight:

  • One light source. Top-center, slightly left in LTR. Every element at the same elevation casts the same direction of shadow. Two light sources destroy spatial coherence faster than any other single mistake.
  • Layer, don't darken. A realistic shadow is two or three stacked shadows — a tight dark one for contact, a wide soft one for ambience. A single large blurred shadow reads as a sticker, not a raised surface.
  • Never pure black. oklch(0 0 0 / a) at low alpha, or better, a shadow tinted toward the surface's own hue. Pure black at high alpha is the single most common reason a UI looks cheap.

Density is the same discipline applied to space rather than depth: pick one of three modes and hold it, because a screen that mixes compact and comfortable reads as unfinished rather than flexible.

Shadow anatomy, for reading the values below: x-offset y-offset blur spread color. Y-offset places it, blur softens it, spread tightens or expands it. Higher elevation means larger y-offset, larger blur, lower alpha.

Constants

Every reference file in this skill writes against these tokens. They must be in context for the recipes to be usable.

css
:root {
  --shadow-0: none;
  --shadow-1: 0 1px 2px oklch(0 0 0 / 0.06), 0 1px 3px oklch(0 0 0 / 0.10);
  --shadow-2: 0 2px 4px oklch(0 0 0 / 0.04), 0 4px 8px oklch(0 0 0 / 0.06), 0 12px 24px oklch(0 0 0 / 0.06);
  --shadow-3: 0 4px 8px oklch(0 0 0 / 0.04), 0 8px 16px oklch(0 0 0 / 0.06), 0 20px 40px oklch(0 0 0 / 0.10);
  --shadow-4: 0 8px 16px oklch(0 0 0 / 0.06), 0 16px 32px oklch(0 0 0 / 0.08), 0 32px 64px oklch(0 0 0 / 0.12);

  --z-base:           0;
  --z-raised:         1;
  --z-dropdown:       100;
  --z-sticky:         200;
  --z-fixed:          300;
  --z-drawer:         400;
  --z-modal-backdrop: 500;
  --z-modal:          510;
  --z-popover:        600;
  --z-toast:          700;
  --z-tooltip:        800;
  --z-drag:           900;
  --z-max:            9999;
}

The z-index scale uses 100-step intervals so sub-layers fit between named levels without renumbering. --z-max is for debug overlays only; reaching for it in product code means a stacking context is wrong somewhere above.

Index

ConcernLevel / modeReference
Resting surface, card at rest--shadow-1shadow-system-recipes.md
Raised card, hover state--shadow-2shadow-system-recipes.md
Dropdown, popover, sticky header--shadow-3shadow-system-recipes.md
Modal, drawer, command palette--shadow-4shadow-system-recipes.md
Minimal system (Linear, Vercel)—shadow-system-recipes.md
Layered system (Stripe)—shadow-system-recipes.md
Material system (Google)—shadow-system-recipes.md
Brand-tinted / colored shadows—shadow-system-recipes.md
Dark-mode ambient glow—shadow-system-recipes.md
Neumorphic—shadow-system-recipes.md
Z-index conflicts, stacking contexts—elevation-hierarchy.md
Surface layer architecture—elevation-hierarchy.md
Compact / comfortable / spacious—density-modes.md
Component-specific density rules—density-modes.md
Radius scale, nested radius rule—border-radius-systems.md
Sharp / rounded / pill systems—border-radius-systems.md
Frosted glass, acrylic, blur—glassmorphism-effects.md
Animating elevation on hover—shadow-animation.md
Depth without shadow; materials—depth-and-materials.md

Reference architecture

FileCoversLines
references/shadow-system-recipes.md11 complete shadow systems1016
references/glassmorphism-effects.md10 glass and blur recipes1101
references/border-radius-systems.mdradius scale, nested rule, 5 systems934
references/density-modes.mdfull token specs for 3 modes923
references/elevation-hierarchy.mdz-index, stacking, surfaces608
references/depth-and-materials.mddepth cues, surface materials145
references/shadow-animation.mdtransitioning elevation86

What every reference file contains

  1. The philosophy — what the treatment is for and when it is wrong
  2. Complete CSS custom properties, ready to paste
  3. Named variants with the condition that selects each
  4. Light and dark values, not light only
  5. Component-specific application notes
  6. Performance cost, where the technique has one
  7. Anti-patterns specific to that treatment

Routing

For a shadow system — minimal (Linear/Vercel), layered (Stripe), Material, colored/brand-tinted, dark-mode ambient glow, and neumorphic, each as complete CSS: read references/shadow-system-recipes.md.

For stacking and z-index — the scale, stacking-context management, surface layer architecture, elevation-to-shadow mapping, and the common z-index bugs: read references/elevation-hierarchy.md.

For density — full token specifications for compact, comfortable and spacious, the side-by-side comparison, implementation strategies and component-specific rules: read references/density-modes.md.

For corner radius — the scale, the nested radius rule, component conventions, and five named systems from sharp/corporate to fully rounded: read references/border-radius-systems.md.

For glass and blur — glassmorphism fundamentals and ten recipes including frosted glass (Apple) and acrylic (Windows): read references/glassmorphism-effects.md.

For animating elevation — what to transition, what it costs, and the compositor-friendly alternatives to animating box-shadow directly: read references/shadow-animation.md.

For depth without shadow — overlap, scale, blur, parallax, borders, and the surface material treatments: read references/depth-and-materials.md.

Performance

box-shadow is painted, not composited. Animating it forces repaint on every frame. Transition opacity on a stacked pseudo-element instead, or accept the cost only on small elements. backdrop-filter is expensive on large surfaces and on low-end Android; always ship a solid-color fallback behind an @supports query.

Cross-References

  • ui-visual-design-system — where elevation sits in the wider visual language
  • platform-visual-standards — iOS and Material 3 have their own elevation models
  • animation-recipe-library — the easing tokens shadow transitions use
  • design-systems-architecture — how these tokens fit the three-tier model
  • figma-design-tool-workflows — setting these up as Figma effect styles

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Shadow Elevation Density AI skill do?

Elevation, shadow, depth, and density systems: shadow scales, elevation hierarchy, glassmorphism, blur effects, border-radius systems, and compact, comfortable, and spacious density modes with production CSS. Use when surfaces look flat or float wrongly, or when tuning information density.

Why use Shadow Elevation Density on TypingMind?

Because you install it once and use it with any model. Shadow Elevation Density is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Shadow Elevation Density in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/phazurlabs/sumi/tree/main/skills/shadow-elevation-density. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Shadow Elevation Density?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Shadow Elevation Density?

As many as you like. As long as a model supports skills, you can use Shadow Elevation Density with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Shadow Elevation Density AI skill free?

Yes. It is published on GitHub by phazurlabs under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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