Install
openclaw skills install shadergraph-editorAuthor, 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.
openclaw skills install shadergraph-editorThis skill provides guidance for the Apple-documented Shader Graph workflow: author materials in Reality Composer Pro, load them with ShaderGraphMaterial, and update promoted inputs at runtime. It also covers how to inspect exported USD and MaterialX when you need advanced debugging or interoperability, but raw .usda editing is not the default authoring path.
ShaderGraphMaterialWhen working with Shader Graph materials, this skill should:
ShaderGraphMaterial parameters.usd-editor when the task is really about prims, composition, or text-level USD authoring.samples/, start from that file and point the user to it.Load the appropriate reference file from the tables below for detailed usage, code examples, and best practices.
Before building a new effect from scratch, check samples/ for a close match and adapt it.
ShaderGraphMaterial at runtime.Reality Composer Pro exports Shader Graph materials into USD-based assets, but the material should be authored in the Shader Graph editor rather than hand-written as text by default.
Shader Graph materials are composed visually in Reality Composer Pro. Use RealityKit-specific nodes such as the surface and geometry modifier nodes that Apple documents for Shader Graph.
Promoted inputs let the app change material parameters after loading the material. This is the main Apple-supported workflow for runtime customization.
Exported assets may contain USD and MaterialX representations of the graph. Treat those files as implementation artifacts for debugging or interop, not as the primary authoring surface.
The samples in this repo are useful starting points, but they are repo-owned examples. Do not treat raw exported info:id strings or USD graph structure as stable Apple API unless Apple documents them directly.
| Reference | When to Use |
|---|---|
REFERENCE.MD | When looking for ShaderGraph node and material reference guide. |
This repo includes common ShaderGraph examples in samples/. When a user asks for a specific visual effect, start by selecting the closest sample and tell them to open it so you can align on the exact look and parameters.
samples/ShaderSamplesScene.usda — A single scene that references the other samples for quick preview/inspection.samples/OutlineShader.usda — Mesh outline via duplicated mesh + vertex expansion (geometry modifier) and cullMode = "front".samples/FresnelShader.usda — Fresnel/rim glow (emissive) with tunable color and falloff.samples/GradientShader.usda — Near/far color gradient driven by camera distance.samples/LavaShader.usda — Animated lava emissive using 3D noise + time.samples/DissolveShader.usda — Animated dissolve with noise threshold and emissive edge.samples/VertexDisplacementShader.usda — Animated vertex displacement using outputs:realitykit:vertex (geometry modifier).samples/NormalCorrectionShader.usda — Vertex displacement with corrected normals for cleaner lighting.samples/ToonShader.usda — Toon shading using diffuse/specular ramp textures.samples/PBRToonShader.usda — PBR-to-toon node graph (banding/quantization) applied to an existing material graph.Some samples reference external assets (for example ramp textures or a referenced .usdz). When copying a sample into your project, keep or update those asset paths as needed.
ShaderGraphMaterial.usd-editor when the task is really about USD structure, paths, or composition.UsdPreviewSurface networks as equivalent to Reality Composer Pro Shader Graph materials.info:id strings as stable Apple API.usd-editor for prim paths, composition arcs, or other text-level USD authoring tasks.