Agent Skills: ShaderGraph Editor

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, or debugging exported USD and MaterialX interop.

UncategorizedID: tomkrikorian/visionosagents/shadergraph-editor

Install this agent skill to your local

pnpm dlx add-skill https://github.com/tomkrikorian/visionOSAgents/tree/HEAD/skills/shadergraph-editor

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skills/shadergraph-editor/SKILL.md

Skill Metadata

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, or debugging exported USD and MaterialX interop.

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

Load References When

| Reference | When to Use | |-----------|-------------| | references/shadergraph-node-reference.md | When choosing RealityKit Shader Graph nodes by category. | | references/runtime-api.md | When loading ShaderGraphMaterial, working with promoted inputs, or updating parameters at runtime. | | references/export-debug.md | When inspecting exported USD or MaterialX, or when a graph fails to load or render as expected. | | references/samples.md | When selecting the closest repo sample before authoring a new effect from scratch. |

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 and update the material through the runtime API.
  5. 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.
  • 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