Hi,
Is there a resource or sample code about how to draw an outline around a mesh in RealityKit?
Typically, this is useful for visualizing a selection, like in Reality Composer Pro.
How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer?
Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments.
Thank you.
Shader Graph Editor
RSS for tagA easy to use visual editor for your materials all within Reality Composer Pro
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I’m trying to use EXR lightmaps to overlay baked lighting on top of a base texture in the RCP Shader Graph.
When I multiply an EXR image set to Image(float) with an 8-bit base texture, the output becomes Image(float). I can’t connect that to the BaseColor input on the UnlitSurface node, since it only accepts Color3f.
I expected to be able to use a Convert node between the Multiply node and the BaseColor input, but when I do that, the result becomes black and white instead of the expected outcome: the EXR multiplied with the base texture using a baseline value of 1, where values below 1 in the EXR would darken the base texture and values above 1 would brighten it.
Is there any documentation on how to properly overlay a 32-bit EXR lightmap in the RCP Shader Graph, or is the black-and-white output from the Convert node a bug?
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error:
RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound)
This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit)
RealityView { content in
do {
let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)])
bgEntity.position.z = -0.2
content.add(bgEntity)
let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial")
let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial])
content.add(testEntity)
content.cameraTarget = testEntity
} catch {
print("Shader Graph Load Error:")
dump(error)
}
}
.realityViewCameraControls(.orbit)
.edgesIgnoringSafeArea(.all)
Feedback ID: FB15081296
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces.
An example: Notice the soft edged around the occlusion cutout for the keyboard
One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node.
Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
Hello everyone,
I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust.
I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS.
So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above.
Questions:
Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting?
Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method?
Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style?
Any advice or hints would be greatly appreciated. Thank you in advance!
Topic:
Spatial Computing
SubTopic:
General
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
Hi there,
I'm developing a visionOS app that is using the anchor points and mesh from SceneReconstructionProvider anchor updates. I load an ImmersiveSpace using a RealityView and apply a ShaderGraphMaterial (from a Shader Graph in Reality Composer Pro) to the mesh and use calls to setParameter to dynamically update the material on very rapid frequency. The mesh is locked (no more updates) before the calls to setParameter. This process works for a few minutes but then eventually I get the following error in the console:
assertion failure: Index out of range (operator[]:line 789) index = 13662, max = 1
With the following stack trace:
Thread 1 Queue : com.apple.main-thread (serial)
#0 0x00000002880f90d0 in __abort_with_payload ()
#1 0x000000028812a6dc in abort_with_payload_wrapper_internal ()
#2 0x000000028812a710 in abort_with_payload ()
#3 0x0000000288003f40 in _os_crash_msg ()
#4 0x00000001dc9ff624 in re::ecs2::ComponentBucketsBase::addComponent ()
#5 0x00000001dc9ffadc in re::ecs2::ComponentBucketsBase::moveComponent ()
#6 0x00000001dc8b0278 in re::ecs2::MaterialParameterBlockArrayComponentStateImpl::processPreparingComponents ()
#7 0x00000001dc8b05e4 in re::ecs2::MaterialParameterBlockArraySystem::update ()
#8 0x00000001dd008744 in re::Scheduler::executePhase ()
#9 0x00000001dc032ec4 in re::Engine::executePhase ()
#10 0x0000000248121898 in RCPSharedSimulationExecuteUpdate ()
#11 0x00000002264e488c in __59-[MRUISharedSimulation _doJoinWithConnectionContext:error:]_block_invoke.44 ()
#12 0x0000000268c5fe9c in _UIUpdateSequenceRunNext ()
#13 0x00000002696ea540 in schedulerStepScheduledMainSectionContinue ()
#14 0x000000026af8d284 in UC::DriverCore::continueProcessing ()
#15 0x00000001a1bd4e6c in CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION ()
#16 0x00000001a1bd4db0 in __CFRunLoopDoSource0 ()
#17 0x00000001a1bd44f0 in __CFRunLoopDoSources0 ()
#18 0x00000001a1bd3640 in __CFRunLoopRun ()
#19 0x00000001a1bce284 in _CFRunLoopRunSpecificWithOptions ()
#20 0x00000001eff12d2c in GSEventRunModal ()
#21 0x00000002697de878 in -[UIApplication _run] ()
#22 0x00000002697e33c0 in UIApplicationMain ()
#23 0x00000001b56651e4 in closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never ()
#24 0x00000001b5664f08 in SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never ()
#25 0x00000001b53ad570 in static SwiftUI.App.main() -> () ()
#26 0x0000000101bc7b9c in static MetalRendererApp.$main() ()
#27 0x0000000101bc7bdc in main ()
#28 0x0000000197fd0284 in start ()
Any advice on how to solve this or prevent the error?
Thanks!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer Pro
Shader Graph Editor
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil:
let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile")
let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter")
// This prints the value of the `myParameter` parameter, as expected.
print("namedParameterValue = \(namedParameterValue)")
let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter")
let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle)
// Expected behavior: prints the value of the `myParameter` parameter, as above.
// Observed behavior: prints `nil`.
print("handleParameterValue = \(handleParameterValue)")
Is this expected behavior?
Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does.
I've tested this on iOS 18.5 and iOS 26.0 beta 2.
Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach?
Thank you.
public extension ShaderGraphMaterial {
/// Reassigns the values of all named material parameters using the handle-based API.
///
/// This works around an issue where, at least as of RealityKit 26.0 beta 2 and
/// earlier, `getParameter(handle:)` will always return `nil` when used to read the
/// initial value of a shader graph material parameter read using
/// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work
/// as expected.
private mutating func copyNamedParametersToHandles() {
for parameterName in self.parameterNames {
if let value = self.getParameter(name: parameterName) {
let handle = ShaderGraphMaterial.parameterHandle(name: parameterName)
do {
try self.setParameter(handle: handle, value: value)
} catch {
assertionFailure("Cannot set parameter value")
}
}
}
}
}
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images.
to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below)
**Does anybody know how to fix this issue? **
Topic:
Spatial Computing
SubTopic:
General
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
Anyone could share ideas or nodes setup to implement a gaussian blur on shader graph material, with a blur size parameter? Thanks!
How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
Hi, I'm trying to place an object in front of AVPlayer that is docked in VideoDockingRegion, but when launched in immersive space, the video passes through the objects placed in front of. How do I make sure these objects are visible?
image for reference
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
RealityKit
Reality Composer Pro
Shader Graph Editor
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive.
Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource:
if let textureResource = try? await TextureResource(named: "fuji") {
let value = MaterialParameters.Value.textureResource(textureResource)
try? material.setParameter(name: "MyImage", value: value)
model.model?.materials = [material]
}
Thanks in advance
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer Pro
Shader Graph Editor
visionOS
Hi, I am trying to create a simple effect to create feather edges on the image using Reality Composer Pro. Something like this:
As you can see it has softer edges on all sides that dissolves into transparency with the background.
this is what I have been able to achieve on my own.
I want to use the "feather" input node value (float) from 0.0 to 1.0 to increase or decrease the strength of the feather edges.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer
Shader Graph Editor
visionOS
is it possible to dynamically update ModelPositionOffset of GeometryModifier with a depth map image?
in my code I set up the parameter for "DepthMapTexture" universal input node
and tried setting the depth map for depthTextureResource. I have 2 DrawableQueues. One for setting InputTexture, and one for setting DepthMapTexture. This only shows the part that concerns setting DepthMapTexture
this is where I define the plane entity.
and this is the shader graph
what I noticed with GeometryModifier is that, the depthMap image has to be same as input image's dimensions.
and when I applied this material to usdz file, with pre-assigned image and depth map from RCP, and loaded that Entity from code, depth map was applied correctly.
what I am unsure is that if it is impossible to define a model entity from code, apply ShaderGraphMaterial from RCP, and dynamically update the image used in GeometryModifier.
Maybe I'm missing something when defining Entity, something that allows geometric modifications?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor