Updated: January 07, 2024
RealityKit materials
There are eight types of materials in RealityKit at the moment:
SwiftUI version
Here I used two macOS implementations (SwiftUI and Cocoa) to demonstrate how to programmatically assign RealityKit materials.
import SwiftUI
import RealityKit
struct VRContainer : NSViewRepresentable {
let arView = ARView(frame: .zero)
let anchor = AnchorEntity()
func makeNSView(context: Context) -> ARView {
var smpl = SimpleMaterial()
smpl.color.tint = .blue
smpl.metallic = 0.7
smpl.roughness = 0.2
var pbr = PhysicallyBasedMaterial()
pbr.baseColor.tint = .green
let mesh: MeshResource = .generateBox(width: 0.5,
height: 0.5,
depth: 0.5,
cornerRadius: 0.02,
splitFaces: true)
let box = ModelEntity(mesh: mesh, materials: [smpl, pbr])
box.orientation = Transform(pitch: .pi/4,
yaw: .pi/4, roll: 0.0).rotation
anchor.addChild(box)
arView.scene.anchors.append(anchor)
arView.environment.background = .color(.black)
return arView
}
func updateNSView(_ view: ARView, context: Context) { }
}
struct ContentView: View {
var body: some View {
VRContainer().ignoresSafeArea()
}
}
Cocoa version
import Cocoa
import RealityKit
class ViewController: NSViewController {
@IBOutlet var arView: ARView!
override func awakeFromNib() {
let box = try! Experience.loadBox()
var simpleMat = SimpleMaterial()
simpleMat.color = .init(tint: .blue, texture: nil)
simpleMat.metallic = .init(floatLiteral: 0.7)
simpleMat.roughness = .init(floatLiteral: 0.2)
var pbr = PhysicallyBasedMaterial()
pbr.baseColor = .init(tint: .green, texture: nil)
let mesh: MeshResource = .generateBox(width: 0.5,
height: 0.5,
depth: 0.5,
cornerRadius: 0.02,
splitFaces: true)
let boxComponent = ModelComponent(mesh: mesh,
materials: [simpleMat, pbr])
box.steelBox?.children[0].components.set(boxComponent)
box.steelBox?.orientation = Transform(pitch: .pi/4,
yaw: .pi/4,
roll: 0).rotation
arView.scene.anchors.append(box)
}
}
Read this post to find out how to load a texture for RealityKit's shaders.
RealityKit shaders vs SceneKit shaders
We know that in SceneKit there are 5 different shading models, so we can use RealityKit's SimpleMaterial
, PhysicallyBasedMaterial
and UnlitMaterial
to generate all these five shaders that we've been accustomed to.
Let's see how it looks like:
SCNMaterial.LightingModel.blinn – SimpleMaterial(color: . gray,
roughness: .float(0.5),
isMetallic: false)
SCNMaterial.LightingModel.lambert – SimpleMaterial(color: . gray,
roughness: .float(1.0),
isMetallic: false)
SCNMaterial.LightingModel.phong – SimpleMaterial(color: . gray,
roughness: .float(0.0),
isMetallic: false)
SCNMaterial.LightingModel.physicallyBased – PhysicallyBasedMaterial()
// all three shaders (`.constant`, `UnlitMaterial` and `VideoMaterial `)
// don't depend on lighting
SCNMaterial.LightingModel.constant – UnlitMaterial(color: .gray)
– VideoMaterial(avPlayer: avPlayer)