SuperAPI AI Directory

realitykit-rendering-materials

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Updated 10-16 05:43

About this skill

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.
  2. Load the narrowest rendering reference that matches the feature.
  3. Route ShaderGraph or USDA material graph editing to shadergraph-editor.
  4. Route local USD stage rendering through realitykit-visionos-developer; route USD authoring to usd-editor.
  5. Validate on device or simulator with concrete visual checks, because many rendering issues are asset-, lighting-, or hardware-dependent.

Load References When

Reference When 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