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shadergraph-editor

shadergraph-editor

github.com/tomkrikorianDevelopment66111 installsUpdated 19w ago
Repository

About shadergraph-editor

shadergraph-editor is a development skill for RealityKit Shader Graph work, with Reality Composer Pro as the default authoring surface. It guides node selection, runtime parameters, sample selection, and export debugging, routing USD text editing and other tasks to the relevant skills.

Key features

  1. 01Author graphs in Reality Composer Pro
  2. 02Start from an existing sample
  3. 03Set parameters for runtime control
  4. 04Load and update ShaderGraphMaterial
  5. 05Debug USD or MaterialX exports

Use cases

  1. 01Choose RealityKit Shader Graph nodes
  2. 02Configure runtime material parameters
  3. 03Create effects from repository samples
  4. 04Diagnose graph loading or rendering issues

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tomkrikorian/visionosagents --skill shadergraph-editor

After installing, type/shadergraph-editorin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

agents/
openai.yaml
references/
apple-material-boundaries.md
export-debug.md
programmatic-shader-graphs.md
runtime-api.md
samples.md
shadergraph-node-reference.md
samples/
DissolveShader.usda
FresnelShader.usda
GradientShader.usda
LavaShader.usda
NormalCorrectionShader.usda
OutlineShader.usda
PBRToonShader.usda
ShaderSamplesScene.usda
VertexDisplacementShader.usda

Details

From the project README

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

Load References When

ReferenceWhen to Use
references/shadergraph-node-reference.mdWhen choosing RealityKit Shader Graph nodes by category.
references/runtime-api.mdWhen loading ShaderGraphMaterial, working with promoted inputs, or updating parameters at runtime.
references/programmatic-shader-graphs.mdWhen 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.mdWhen inspecting exported USD or MaterialX, or when a graph fails to load or render as expected.
references/samples.mdWhen selecting the closest repo sample before authoring a new effect from scratch.
references/apple-material-boundaries.mdWhen 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.
  5. Match material prim paths, file names, bundle names, and promoted parameter names exactly.
  6. Load and update the material through the runtime API.
  7. 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

Comments

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