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shadergraph-editor着色图编辑器

Agent Skill

shadergraph-editor 用于辅助前端页面、组件、样式和交互逻辑开发,适合在 OpenClaw 中需要维护前端项目、生成组件或检查界面实现时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

4,869

周安装

207

GitHub Stars

公开资料未说明

下载量

1,706
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:shadergraph-editor(着色图编辑器)
来源仓库:https://github.com/tomkrikorian/shadergraph-editor
安装命令:
openclaw skills install shadergraph-editor
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install shadergraph-editor

简介

shadergraph-editor 用于在 VisionOS 上创建 RealityKit Shader Graph 材质。

  • 适合在 OpenClaw 中开发 AR/VR 应用或调试材质渲染时使用。
  • 通过安装命令 openclaw skills install shadergraph-editor 集成到宿主。
  • 使用前需确认 Reality Composer Pro 环境配置及硬件兼容性。
  • 适用宿主包括 OpenClaw,接入前应确认版本、权限和运行环境要求。

SKILL.md

name
shadergraph-editor
description
Author, load, and troubleshoot Reality Composer Pro Shader Graph materials for RealityKit on visionOS. Use when building Shader Graph materials, exposing promoted inputs for runtime control, or debugging exported USD and MaterialX interop.

ShaderGraph Editor

Description and Goals

This skill provides guidance for the Apple-documented Shader Graph workflow: author materials in Reality Composer Pro, load them with ShaderGraphMaterial, and update promoted inputs at runtime. It also covers how to inspect exported USD and MaterialX when you need advanced debugging or interoperability, but raw .usda editing is not the default authoring path.

Goals

  • Enable developers to create RealityKit materials with Shader Graph in Reality Composer Pro
  • Guide loading and runtime control of ShaderGraphMaterial
  • Help troubleshoot material graphs, promoted inputs, and exported assets
  • Support advanced USD and MaterialX inspection without treating it as the primary workflow
  • Point to repo samples when they provide a close starting point

What This Skill Should Do

When working with Shader Graph materials, this skill should:

  1. Default to Reality Composer Pro - Treat the Shader Graph editor as the main authoring workflow.
  2. Guide node selection - Help choose the correct RealityKit surface, geometry, texture, and math nodes for the effect.
  3. Explain runtime integration - Show how promoted inputs map to ShaderGraphMaterial parameters.
  4. Troubleshoot exports - Inspect exported USD and MaterialX only when debugging, interop, or asset review requires it.
  5. Cross-link appropriately - Defer raw USD structure edits to usd-editor when the task is really about prims, composition, or text-level USD authoring.
  6. Prefer sample graphs when available - If the requested effect matches an example in samples/, start from that file and point the user to it.

Load the appropriate reference file from the tables below for detailed usage, code examples, and best practices.

Quick Start Workflow

Before building a new effect from scratch, check samples/ for a close match and adapt it.

  1. Create or open the material in Reality Composer Pro's Shader Graph editor.
  2. Choose the appropriate RealityKit surface node and add the graph nodes needed for the effect.
  3. Promote the inputs you expect to change at runtime.
  4. Save the material in the Reality Composer Pro asset package that ships with the app.
  5. Load the material with ShaderGraphMaterial at runtime.
  6. Update promoted inputs with runtime parameter APIs when the experience needs dynamic control.
  7. Inspect exported USD and MaterialX only when you need to debug the authored graph or interoperate with other asset tooling.

Information About the Skill

Core Concepts

Material Prim

Reality Composer Pro exports Shader Graph materials into USD-based assets, but the material should be authored in the Shader Graph editor rather than hand-written as text by default.

Shader Graph Authoring

Shader Graph materials are composed visually in Reality Composer Pro. Use RealityKit-specific nodes such as the surface and geometry modifier nodes that Apple documents for Shader Graph.

Promoted Inputs and Runtime Control

Promoted inputs let the app change material parameters after loading the material. This is the main Apple-supported workflow for runtime customization.

Exported USD and MaterialX

Exported assets may contain USD and MaterialX representations of the graph. Treat those files as implementation artifacts for debugging or interop, not as the primary authoring surface.

Samples and Interop Boundaries

The samples in this repo are useful starting points, but they are repo-owned examples. Do not treat raw exported info:id strings or USD graph structure as stable Apple API unless Apple documents them directly.

Reference Files

ReferenceWhen to Use
REFERENCE.MDWhen looking for ShaderGraph node and material reference guide.

Samples (Common Effects)

This repo includes common ShaderGraph examples in samples/. When a user asks for a specific visual effect, start by selecting the closest sample and tell them to open it so you can align on the exact look and parameters.

Some samples reference external assets (for example ramp textures or a referenced .usdz). When copying a sample into your project, keep or update those asset paths as needed.

Implementation Patterns

Recommended Authoring Flow

  • Start with a Shader Graph material in Reality Composer Pro.
  • Use Apple-documented RealityKit Shader Graph nodes such as the surface nodes and geometry modifier nodes for the effect you need.
  • Promote any inputs that must change at runtime.
  • Load the material in app code with ShaderGraphMaterial.
  • Change promoted values at runtime rather than editing exported USD directly.

When Raw USD Review Is Appropriate

  • Inspect exported files when a material fails to load or render as expected.
  • Compare repo samples to an exported asset when debugging a graph translation issue.
  • Hand off prim-level edits to usd-editor when the task is really about USD structure, paths, or composition.

Pitfalls and Checks

  • Do not present UsdPreviewSurface networks as equivalent to Reality Composer Pro Shader Graph materials.
  • Do not rely on undocumented exported info:id strings as stable Apple API.
  • Prefer promoted inputs and runtime parameter updates over raw text edits when the app needs dynamic control.
  • Use usd-editor for prim paths, composition arcs, or other text-level USD authoring tasks.
  • Treat the samples as repo examples, not as an exhaustive Apple-backed schema reference.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

95.83%
按下载量换算1,635

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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