init(named:in:)
Creates a post-lighting shader object from a named function in a Metal library.
Declaration
init(named name: String, in library: any MTLLibrary)Parameters
- name:
The name of the post-lighting shader function.
- library:
The Metal library that contains the function.
Discussion
To create a post-lighting shader for a custom material, create a Metal file in your Xcode project. Prefix the function with the keyword [[stitchable]]. The function needs to take two parameters, one of type realitykit::post_lighting_parameters, and the other an arbitrary pointer to valid data.
Here’s what a minimal post-lighting shader function looks like:
#include <metal_stdlib>
#include <RealityKit/RealityKit.h>
// Specify the current default namespace as metal so our code
// doesn't have to to prefix Metal Standard Library symbols.
using namespace metal;
[[stitchable]] void myPostLightingShader(realitykit::post_lighting_parameters params const void *customParams) {
// Calculate post-lighting effect.
}To create a custom material using this shader, get a reference to your app’s Metal library:
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("Error creating default metal device.")
}
guard let library = maybeDevice.makeDefaultLibrary() else {
fatalError("Error creating default metal library")
}Once you have a reference to your Metal library, use it to create the surface shader reference:
let postLightingShader = CustomMaterial.PostLightingShader(
named: "myPostLightingShader",
in: library
)For more information on creating custom materials and writing shader functions, see Modifying RealityKit rendering using custom materials.