tomkrikorian/visionosagents/realitykit-rendering-materials

Claude Code and agent skill by tomkrikorian/visionosagents

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Implement and debug RealityKit rendering, materials, lighting, cameras, visual effects, post-processing, render cost controls, Gaussian splats, decals, lightmaps, probes, LOD, and occlusion on visionOS 27. Use when a RealityKit task is primarily about visual appearance, mesh/material display, lights, shadows, tone mapping, bloom, camera projection, rendering performance, or choosing rendering components instead of animation, audio, interaction, or custom ECS behavior.

Install

npx vskill@latest install tomkrikorian/visionosagents/realitykit-rendering-materials

SKILL.md

RealityKit Rendering Materials

Quick Start

  1. Confirm the issue is visual: mesh display, material assignment, camera

projection, lighting, shadows, post-processing, splats, decals, LOD, occlusion, or probes.

  1. Load the narrowest rendering reference that matches the feature.
  2. Route ShaderGraph or USDA material graph editing to shadergraph-editor.
  3. Route local USD stage rendering through

realitykit-visionos-developer; route USD authoring to usd-editor.

  1. Validate on device or simulator with concrete visual checks, because many

rendering issues are asset-, lighting-, or hardware-dependent.

Load References When

ReferenceWhen to Use
`references/modelcomponent.md`Render meshes and assign RealityKit materials.
`references/modeldebugoptionscomponent.md`Inspect or debug model rendering output.
`references/meshinstancescomponent.md`Reuse mesh instances efficiently.
`references/modelsortgroupcomponent.md`Control model sorting for transparent or layered content.
`references/opacitycomponent.md`Control entity opacity.
`references/adaptiveresolutioncomponent.md`Manage adaptive resolution.
`references/levelofdetailcomponent.md`Select content by distance or detail tier.
`references/occlusioncullingcomponent.md`Reduce render work for hidden content.
`references/gaussiansplatcomponent.md`Render Gaussian splat captures.
`references/physicallybaseddecalcomponent.md`Project physically based decals onto geometry.
`references/clippingcomponent.md`Clip rendered geometry against bounds.
`references/tonemappingcomponent.md` and `references/bloomcomponent.md`Tune tone mapping and bloom post-processing.
`references/pointlightcomponent.md`, `references/directionallightcomponent.md`, `references/spotlightcomponent.md`Add or debug direct lights.
`references/imagebasedlightcomponent.md` and `references/imagebasedlightreceivercomponent.md`Configure image-based lighting and receivers.
`references/groundingshadowcomponent.md`, `references/dynamiclightshadowcomponent.md`, `references/render-layers-and-shadows.md`Tune grounding shadows, dynamic shadows, render layers, and per-light masks.
`references/environmentlightingconfigurationcomponent.md`, `references/virtualenvironmentprobecomponent.md`, `references/lightmaps-and-probes.md`Configure environment lighting, virtual probes, baked lightmaps, and diffuse probes.
`references/perspectivecameracomponent.md`, `references/orthographiccameracomponent.md`, `references/projectivetransformcameracomponent.md`Work with RealityKit cameras and projection.

Cross-Routing

  • Use realitykit-visionos-developer for entity loading, input, attachments,

anchoring, portals, synchronization, and local USDStageComponent.

  • Use realitykit-animation-physics when the visual issue is caused by

animation, blendshape, particle, cloth, collision, or physics state.

  • Use realitykit-ecs-systems when rendering state is driven by a custom

component or per-frame system.

  • Use shadergraph-editor for material graph source edits.

Guardrails

  • Treat visionOS 27 rendering additions as beta API; re-verify symbols against

the installed SDK before shipping.

  • Keep expensive material, mesh, and texture loading asynchronous.
  • Validate visual changes with screenshots or simulator/device inspection when

possible.

  • Prefer documented RealityKit components before custom draw or update logic.

Output Expectations

Provide:

  • the rendering category
  • which rendering reference files were used
  • the chosen component or asset path
  • the visual/performance constraint
  • the next screenshot, simulator, or device validation step

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

Repository stars
63
Repository forks
10
7-day trend score
21

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