shadergraph-editor

shadergraph-editor is a skill for Codex from tomkrikorian/visionOSAgents. It costs 60 tokens per session (820 once invoked), scanned A, original, MIT.

A guide for creating and troubleshooting Shader Graph materials in Reality Composer Pro, Apple’s visual tool for making 3D assets and materials for RealityKit.

In plain words
What is it for?
Use it to choose shader nodes, expose values for runtime control, load or update ShaderGraph materials, inspect exports, or build graphs programmatically in Swift on visionOS 27.
Why use it?
It helps connect visual shader graphs with runtime Swift code and diagnose problems when materials are exported through USD or MaterialX.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to choose shader nodes, expose values for runtime control, load or update ShaderGraph materials, inspect exports, or build graphs programmatically in Swift on visionOS 27.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tomkrikorian/visionosagents/shadergraph-editor
Install

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.

Any agent
npx skills add tomkrikorian/visionOSAgents --skill shadergraph-editor
Clone the repo
git clone --depth 1 https://github.com/tomkrikorian/visionOSAgents

Made for: Codex.

Wrote 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.

agentmods badge for shadergraph-editor

README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for shadergraph-editor

Your own site · 80×15
<a href="https://agentmods.dev/skills/tomkrikorian/visionosagents/shadergraph-editor"><img src="https://agentmods.dev/badge/skills/tomkrikorian/visionosagents/shadergraph-editor.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 820 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00060 $0.00820
Opus 5.5 $0.00024 $0.00328
Sonnet 5.5 $0.00012 $0.00164
Haiku 4.5 $0.00006 $0.00082

Measured 2mo ago against content hash 15b55580a4a7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 2mo 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.

skills/shadergraph-editor/SKILL.md · 74 lines

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.

  1. Decide whether the task is node selection, runtime parameter control, export debugging, or sample selection.
  2. 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 27 ShaderGraph API.
  3. Load only the matching reference files.
  4. 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

  1. Start from the closest existing sample when possible.
  2. Author or refine the graph in Reality Composer Pro.
  3. Promote the inputs that need runtime control.
  4. Load entire authored entities with RealityKit entity-loading APIs, or load a standalone material with ShaderGraphMaterial only when the app needs the material itself.
  5. Match material prim paths, file names, bundle names, and promoted parameter names exactly.
  6. Load and update the material through the runtime API.
  7. Inspect exports only when the normal authoring path stops explaining the failure.

Read the full file on GitHub · 74 lines

Changes

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.

  1. 2mo ago First seen · 74 lines · 60 tokens per session scan A 15b55580a4a7

Subscribe to this mod's changes

shadergraph-editor is a skill published in the GitHub repository tomkrikorian/visionOSAgents (66 stars, last pushed 4mo ago), licensed MIT. It adds 60 tokens to every session and 820 once invoked, about $0.0002 per session on Opus 5.5. 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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