shadergraph-editor

Edit USD ASCII ShaderGraph networks for RealityKit materials.

60|8|Updated Dec 23, 2025
One-click install
npx skills add https://github.com/tomkrikorian/visionOSAgents --skill shadergraph-editor
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: shadergraph-editor
Source: https://github.com/tomkrikorian/visionOSAgents/tree/main/skills/shadergraph-editor
Command: npx skills add https://github.com/tomkrikorian/visionOSAgents --skill shadergraph-editor

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about shadergraph-editor

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create RealityKit materials by editing USD ASCII files?

You can troubleshoot RealityKit ShaderGraph materials by checking for missing bindings, incorrect info:id values, and material binding issues, then consulting reference samples to identify and fix the problems in your .usda file.

What's the best way to start building a custom ShaderGraph for RealityKit?

Yes, you can connect shader nodes in a .usda file by defining node prims, setting their inputs and outputs, and using the .connect syntax to establish the wiring between them within the ShaderGraph network.

Do I need to manually edit def Material and def Shader blocks to use ShaderGraph in RealityKit?

You need a .usda file to edit, the references/REFERENCE.MD file for guidance, and sample files to adapt, enabling you to define def Material and def Shader blocks and wire shader nodes for RealityKit.

Why is my RealityKit ShaderGraph material not binding to geometry?

You can troubleshoot RealityKit ShaderGraph materials by checking for missing bindings, incorrect info:id values, and material binding issues, then consulting reference samples to identify and fix the problems in your .usda file.

Can I use UsdPreviewSurface nodes when authoring USD ASCII ShaderGraph networks?

Yes, you can connect shader nodes in a .usda file by defining node prims, setting their inputs and outputs, and using the .connect syntax to establish the wiring between them within the ShaderGraph network.