What problem does it solve?
This Skill guides developers to manually edit USD ASCII ShaderGraph networks for RealityKit, enabling the creation, modification, and troubleshooting of materials without guesswork.
Core Features & Use Cases
- Material authoring: Define def Material blocks and connect Shader prims to build complete material networks.
- Shader graph wiring: Add and configure shader nodes, set node inputs/outputs, and establish connections with .connect syntax.
- Troubleshooting & optimization: Identify missing bindings, incorrect info:id values, and binding issues; leverage samples to optimize workflows.
- Use Case: Start from a closest sample in samples/ and adapt it to your target material, then bind it to your geometry.
Quick Start
Open a .usda file, locate or create a def Material "MaterialName" block, define a def Shader "Surface" with info:id = "UsdPreviewSurface", connect outputs:surface, add texture or math node prims as needed, wire them together, and finally apply the material with rel material:binding.