tomkrikorian/visionosagents

shadergraph-editor

Author, load, and troubleshoot Reality Composer Pro Shader Graph materials for RealityKit on visionOS.

First seen Jan 29, 2026

Installation

$ npx skills add tomkrikorian/visionosagents --skill shadergraph-editor

Summary

  • Author, load, and troubleshoot Reality Composer Pro Shader Graph materials for RealityKit on visionOS.
  • Use when building Shader Graph materials, exposing promoted inputs for runtime control, debugging exported USD and MaterialX interop, or building shader graphs programmatically in Swift on visionOS 27.

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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 3,966 B
  • docs SUMMARY.md 330 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 48 installs

SKILL.md

ShaderGraph Editor

Quick Start

Default to Reality Composer Pro. Use raw USD or MaterialX inspection only when debugging exports or interoperability.

  1. Decide whether the task is node selection, runtime parameter control,

export debugging, or sample selection.

  1. Identify whether the material is authored in Reality Composer Pro, loaded

from USD / .reality, intentionally created from MaterialX data, or built programmatically with the visionOS 27 ShaderGraph API.

  1. Load only the matching reference files.
  2. Route text-level USD structure edits to usd-editor.

Load References When

Reference When to Use
[references/shadergraph-node-reference.md](references/shadergraph-node-reference.md) When choosing RealityKit Shader Graph nodes by category.
[references/runtime-api.md](references/runtime-api.md) When loading ShaderGraphMaterial, working with promoted inputs, or updating parameters at runtime.
[references/programmatic-shader-graphs.md](references/programmatic-shader-graphs.md) When building shader graphs in Swift with the ShaderGraph API (new in visionOS 27), ShaderGraphMaterial.Program, PortalMaterial.Program, LightingModel, or PBR subsurface scattering.
[references/export-debug.md](references/export-debug.md) When inspecting exported USD or MaterialX, or when a graph fails to load or render as expected.
[references/samples.md](references/samples.md) When selecting the closest repo sample before authoring a new effect from scratch.
[references/apple-material-boundaries.md](references/apple-material-boundaries.md) When deciding whether to author in Reality Composer Pro, load a ShaderGraphMaterial, or debug named material/resource failures.

Workflow

  1. Start from the closest existing sample when possible.
  2. Author or refine the graph in Reality Composer Pro.
  3. Promote the inputs that need runtime control.
  4. Load entire authored entities with RealityKit entity-loading APIs, or load a

standalone material with ShaderGraphMaterial only when the app needs the material itself.

  1. Match material prim paths, file names, bundle names, and promoted parameter

names exactly.

  1. Load and update the material through the runtime API.
  2. Inspect exports only when the normal authoring path stops explaining the

failure.

When To Switch Skills

  • Switch to usd-editor when the task is really about prim paths,

composition, or text-level USD authoring.

  • Switch to realitykit-visionos-developer when the blocker is entity setup,

material application, or scene integration rather than graph authoring.

Guardrails

  • Treat Reality Composer Pro as the default authoring surface.
  • Keep Shader Graph material structure in Reality Composer Pro unless the task

is explicitly USD / MaterialX export repair.

  • Use official RealityKit material APIs such as ShaderGraphMaterial,

MaterialParameters.Value, and TextureResource; do not introduce undocumented material-resource types.

  • For USD-backed materials, ShaderGraphMaterial names are full material prim

paths such as /Root/MyMaterial, not informal display labels.

  • Do not treat exported info:id strings or raw graph layout as stable public

API unless Apple documents them directly.

Output Expectations

Provide:

  • the selected effect or sample starting point
  • which references were used
  • how the material is authored or loaded
  • whether the issue is a graph problem, runtime problem, or export problem
  • explicit routing to usd-editor or RealityKit work if needed