RealityKit Rendering Materials
Quick Start
- Confirm the issue is visual: mesh display, material assignment, camera projection, lighting, shadows, post-processing, splats, decals, LOD, occlusion, or probes.
- Load the narrowest rendering reference that matches the feature.
- Route ShaderGraph or USDA material graph editing to
shadergraph-editor. - Route local USD stage rendering through
realitykit-visionos-developer; route USD authoring tousd-editor. - 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-developerfor entity loading, input, attachments, anchoring, portals, synchronization, and localUSDStageComponent. - Use
realitykit-animation-physicswhen the visual issue is caused by animation, blendshape, particle, cloth, collision, or physics state. - Use
realitykit-ecs-systemswhen rendering state is driven by a custom component or per-frame system. - Use
shadergraph-editorfor 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