shadergraph-editor
CommunityCraft ShaderGraph materials for RealityKit.
Authortomkrikorian
Version1.0.0
Installs0
System Documentation
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.
Dependency Matrix
Required Modules
None requiredComponents
references
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: shadergraph-editor Download link: https://github.com/tomkrikorian/visionOSAgents/archive/main.zip#shadergraph-editor Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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