tomkrikorian/visionosagents

realitykit-rendering-materials

Implement and debug RealityKit rendering, materials, lighting, cameras, visual effects, post-processing, render cost controls, Gaussian splats, decals, lightmaps, probes, LOD, and occlusion on visionOS 27.

First seen Jun 26, 2026

Installation

$ npx skills add tomkrikorian/visionosagents --skill realitykit-rendering-materials

Summary

  • Implement and debug RealityKit rendering, materials, lighting, cameras, visual effects, post-processing, render cost controls, Gaussian splats, decals, lightmaps, probes, LOD, and occlusion on visionOS 27.
  • Use when a RealityKit task is primarily about visual appearance, mesh/material display, lights, shadows, tone mapping, bloom, camera projection, rendering performance, or choosing rendering components instead of animation, audio, interaction, or custom ECS behavior.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 60
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,426 B
  • docs SUMMARY.md 510 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 7 installs

SKILL.md

RealityKit Rendering Materials

Quick Start

  1. Confirm the issue is visual: mesh display, material assignment, camera

projection, lighting, shadows, post-processing, splats, decals, LOD, occlusion, or probes.

  1. Load the narrowest rendering reference that matches the feature.
  2. Route ShaderGraph or USDA material graph editing to shadergraph-editor.
  3. Route local USD stage rendering through

realitykit-visionos-developer; route USD authoring to usd-editor.

  1. Validate on device or simulator with concrete visual checks, because many

rendering issues are asset-, lighting-, or hardware-dependent.

Load References When

Reference When to Use
[references/modelcomponent.md](references/modelcomponent.md) Render meshes and assign RealityKit materials.
[references/modeldebugoptionscomponent.md](references/modeldebugoptionscomponent.md) Inspect or debug model rendering output.
[references/meshinstancescomponent.md](references/meshinstancescomponent.md) Reuse mesh instances efficiently.
[references/modelsortgroupcomponent.md](references/modelsortgroupcomponent.md) Control model sorting for transparent or layered content.
[references/opacitycomponent.md](references/opacitycomponent.md) Control entity opacity.
[references/adaptiveresolutioncomponent.md](references/adaptiveresolutioncomponent.md) Manage adaptive resolution.
[references/levelofdetailcomponent.md](references/levelofdetailcomponent.md) Select content by distance or detail tier.
[references/occlusioncullingcomponent.md](references/occlusioncullingcomponent.md) Reduce render work for hidden content.
[references/gaussiansplatcomponent.md](references/gaussiansplatcomponent.md) Render Gaussian splat captures.
[references/physicallybaseddecalcomponent.md](references/physicallybaseddecalcomponent.md) Project physically based decals onto geometry.
[references/clippingcomponent.md](references/clippingcomponent.md) Clip rendered geometry against bounds.
[references/tonemappingcomponent.md](references/tonemappingcomponent.md) and [references/bloomcomponent.md](references/bloomcomponent.md) Tune tone mapping and bloom post-processing.
[references/pointlightcomponent.md](references/pointlightcomponent.md), [references/directionallightcomponent.md](references/directionallightcomponent.md), [references/spotlightcomponent.md](references/spotlightcomponent.md) Add or debug direct lights.
[references/imagebasedlightcomponent.md](references/imagebasedlightcomponent.md) and [references/imagebasedlightreceivercomponent.md](references/imagebasedlightreceivercomponent.md) Configure image-based lighting and receivers.
[references/groundingshadowcomponent.md](references/groundingshadowcomponent.md), [references/dynamiclightshadowcomponent.md](references/dynamiclightshadowcomponent.md), [references/render-layers-and-shadows.md](references/render-layers-and-shadows.md) Tune grounding shadows, dynamic shadows, render layers, and per-light masks.
[references/environmentlightingconfigurationcomponent.md](references/environmentlightingconfigurationcomponent.md), [references/virtualenvironmentprobecomponent.md](references/virtualenvironmentprobecomponent.md), [references/lightmaps-and-probes.md](references/lightmaps-and-probes.md) Configure environment lighting, virtual probes, baked lightmaps, and diffuse probes.
[references/perspectivecameracomponent.md](references/perspectivecameracomponent.md), [references/orthographiccameracomponent.md](references/orthographiccameracomponent.md), [references/projectivetransformcameracomponent.md](references/projectivetransformcameracomponent.md) Work with RealityKit cameras and projection.

Cross-Routing

  • Use realitykit-visionos-developer for entity loading, input, attachments,

anchoring, portals, synchronization, and local USDStageComponent.

  • Use realitykit-animation-physics when the visual issue is caused by

animation, blendshape, particle, cloth, collision, or physics state.

  • Use realitykit-ecs-systems when rendering state is driven by a custom

component or per-frame system.

  • Use shadergraph-editor for material graph source edits.

Guardrails

  • Treat visionOS 27 rendering additions as beta API; re-verify symbols against

the installed SDK before shipping.

  • Keep expensive material, mesh, and texture loading asynchronous.
  • Validate visual changes with screenshots or simulator/device inspection when

possible.

  • Prefer documented RealityKit components before custom draw or update logic.

Output Expectations

Provide:

  • the rendering category
  • which rendering reference files were used
  • the chosen component or asset path
  • the visual/performance constraint
  • the next screenshot, simulator, or device validation step