| name | shadergraph-editor |
| description | 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. |
ShaderGraph Editor
Quick Start
Default to Reality Composer Pro. Use raw USD or MaterialX inspection only when
debugging exports or interoperability.
- Decide whether the task is node selection, runtime parameter control,
export debugging, or sample selection.
- 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.
- Load only the matching reference files.
- Route text-level USD structure edits to
usd-editor.
Load References When
Workflow
- Start from the closest existing sample when possible.
- Author or refine the graph in Reality Composer Pro.
- Promote the inputs that need runtime control.
- Load entire authored entities with RealityKit entity-loading APIs, or load a
standalone material with
ShaderGraphMaterial only when the app needs the
material itself.
- Match material prim paths, file names, bundle names, and promoted parameter
names exactly.
- Load and update the material through the runtime API.
- 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