Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add tomkrikorian/visionOSAgents --skill shadergraph-editorgit clone --depth 1 https://github.com/tomkrikorian/visionOSAgentsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/tomkrikorian/visionosagents/shadergraph-editor)<a href="https://agentmods.dev/skills/tomkrikorian/visionosagents/shadergraph-editor"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/shadergraph-editor.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00060 | $0.00820 |
| Opus 5 | $0.00030 | $0.00410 |
| Sonnet 5 | $0.00012 | $0.00164 |
| Haiku 4.5 | $0.00006 | $0.00082 |
Grade A, and why
shadergraph-editor scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ShaderGraph Editor
Quick Start
Default to Reality Composer Pro. Use raw USD or MaterialX inspection only when debugging exports or interoperability.
- Decide whether the task is node selection, runtime parameter control, export debugging, or sample selection.
- Identify whether the material is authored in Reality Composer Pro, loaded
from USD /
.reality, intentionally created from MaterialX data, or built programmatically with the visionOS 27ShaderGraphAPI. - Load only the matching reference files.
- 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/programmatic-shader-graphs.md |
When building shader graphs in Swift with the ShaderGraph API (new in visionOS 27), ShaderGraphMaterial.Program, PortalMaterial.Program, LightingModel, or PBR subsurface scattering. |
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. |
references/apple-material-boundaries.md |
When deciding whether to author in Reality Composer Pro, load a ShaderGraphMaterial, or debug named material/resource failures. |
Workflow
- Start from the closest existing sample when possible.
- Author or refine the graph in Reality Composer Pro.
- Promote the inputs that need runtime control.
- Load entire authored entities with RealityKit entity-loading APIs, or load a
standalone material with
ShaderGraphMaterialonly when the app needs the material itself. - Match material prim paths, file names, bundle names, and promoted parameter names exactly.
- Load and update the material through the runtime API.
- Inspect exports only when the normal authoring path stops explaining the failure.
What ships with it
21 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- agents/openai.yaml 365 B
- assets/studio-meije-logo-small.png 4.2 KB
- assets/studio-meije-logo.png 42 KB
- references/apple-material-boundaries.md 3.0 KB
- references/export-debug.md 842 B
- references/programmatic-shader-graphs.md 6.2 KB
- references/runtime-api.md 2.6 KB
- references/samples.md 1.7 KB
- references/shadergraph-node-reference.md 11 KB
- samples/DissolveShader.usda 11 KB
- samples/FresnelShader.usda 6.8 KB
- samples/GradientShader.usda 5.1 KB
- samples/LavaShader.usda 5.9 KB
- samples/NormalCorrectionShader.usda 28 KB
- samples/OutlineShader.usda 6.3 KB
- samples/PBRToonShader.usda 32 KB
- samples/ShaderSamplesScene.usda 3.4 KB
- samples/Textures/ToonRamp_Diffuse.png 575 B
- samples/Textures/ToonRamp_Specular.png 567 B
- samples/ToonShader.usda 5240 KB
- samples/VertexDisplacementShader.usda 9.2 KB
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 74 lines · 60 tokens per session scan A 15b55580a4a7
shadergraph-editor is a skill published in the GitHub repository tomkrikorian/visionOSAgents (60 stars, last pushed 2mo ago), licensed MIT. It adds 60 tokens to every session and 820 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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