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Agent Skill · 开发

shadergraph-editor(着色图编辑器)

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。

shadergraph-editor 是开发类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为需要联网;许可证为 MIT-0,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 6,317。

总安装 4,869周安装 207GitHub Stars 公开资料未说明下载 1,706核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
0.1.0

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

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

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。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install shadergraph-editor;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

shadergraph-editor 怎么安装?

在终端执行 openclaw skills install shadergraph-editor。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

shadergraph-editor 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

shadergraph-editor 需要什么权限?

权限级别是需要联网。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。

shadergraph-editor 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

shadergraph-editor 用的人多吗?

公开数据是累计安装 4,869 次,近一周安装 207 次,下载 1,706 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

shadergraph-editor 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
shadergraph-editor

着色图编辑器 · 本页

4,869—需要联网MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.

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。目前只有一个公开来源,建议同时核对源仓库。

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