Agent skill

Godot 3D Lighting

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.

LGPL-3.0Auto-check passedGame Development

Install Godot 3D Lighting

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-3d-lighting --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-3d-lighting .claude/skills/godot-3d-lighting && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-3d-lighting
GitHub stars
821
Token cost
~5.9k tokens
SKILL.md length
1,573 words
Files
20 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.

  • Works in 3 steps: Shadowmasking for Large Outdoor Scenes → Fake Global Illumination → Simulating PCSS (Contact-Hardening…
  • Implementing realistic 3D lighting
  • SKILL.md covers NEVER Do, Available Scripts, DirectionalLight3D (Sun/Moon) and OmniLight3D (Point Light), plus 5 more sections
  • Shadow optimization

What it does

Godot 3D Lighting is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadowenabled, directionalshadowmode, directionalshadowsplit, omnirange, omniattenuation, spotrange, spotangle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment…

Its SKILL.md is about 5.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 21 other files, including scripts and reference files (for example `references/environment-and-fog.md`, `references/gi-and-bake-recipes.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Implementing realistic 3D lighting
  • Shadow optimization
  • Global illumination
  • Keywords: DirectionalLight3D

Example prompts

  • “/godot-3d-lighting”

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Shadowmasking for Large Outdoor Scenes
  2. Fake Global Illumination
  3. Simulating PCSS (Contact-Hardening Shadows)

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 15 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot 3D Lighting loads about 5.9k tokens when it runs, and up to ~7.7k if it reads all its reference files. Until then it costs about 139 tokens; SKILL.md has 1,573 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~139
When it runs · the whole SKILL.md, loaded when a task matches
~5.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,573 words, ~5,881 tokens.

Download SKILL.mdSave it as .claude/skills/godot-3d-lighting/SKILL.md (or your agent's skills folder). This skill also uses 19 other files; get the full folder from GitHub.
name
godot-3d-lighting
description
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.

3D Lighting

Expert guidance for realistic 3D lighting with shadows and global illumination.

NEVER Do

  • NEVER use VoxelGI without setting a proper extents — Unbound VoxelGI tanks performance. Always set size to tightly fit your scene.
  • NEVER enable shadows on every light — Each shadow-casting light is expensive. Use shadows sparingly: 1-2 DirectionalLights, ~3-5 OmniLights max.
  • NEVER forget directional_shadow_mode — Default is ORTHOGONAL. For large outdoor scenes, use PARALLEL_4_SPLITS for better shadow quality at distance.
  • NEVER use LightmapGI for fully dynamic scenes — Lightmaps are baked. Moving geometry won't receive updated lighting. Use VoxelGI or SDFGI instead.
  • NEVER set omni_range too large — Light attenuation is quadratic. A range of 500 affects 785,000 sq units. Keep range as small as visually acceptable.
  • NEVER hide a Light node using the Visible property to exclude it from a Lightmap bake — Hiding a light has no effect on the baker. You must change the light's Bake Mode to Disabled.
  • NEVER use VoxelGI with paper-thin walls — VoxelGI evaluates lighting using a 3D grid. Thin walls (less than one voxel thick) will cause severe light leaking. Seal your geometry or place hidden thick MeshInstance3D blocks around the exterior.
  • NEVER leave shadow bias at default for cascades — Default bias often causes Peter Panning or light leaking at split transitions. Tune bias per-light based on your scene's scale.
  • NEVER bake LightmapGI without a Denoiser — Godot's baked lightmaps are noisy by default. Use OIDN or JNLM (in Project Settings) for professional results.
  • NEVER use real-time SDFGI on Mobile/Compatibility renderers — It is a Forward+ exclusive feature. Use fake GI bounce lights for lower-end platforms.
  • NEVER use 'Update Continuity' in ReflectionProbes for performance — Keep ReflectionProbes on 'Update Once' and trigger manual updates only when necessary.
  • NEVER overflow the clustered shadow atlas — WHY: Forward+ packs Omni/Spot shadows into a shared atlas. Too many shadowed positional lights → atlas thrash, flickering, or silent quality collapse. Cap shadowed Omni (~3–5) and Spot (~2–4); use light_lod_optimizer.gd / distance fade before raising atlas size.
  • NEVER stack dozens of overlapping shadowed Omni/Spot in one cluster cell — WHY: Clustered light iteration cost scales with overlapping lights per tile. Prefer non-shadowed fills, tighter omni_range/spot_range, and distance_fade_* so far lights leave the cluster.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

Golden path (pick one — Do NOT Load peers)
SceneLoadDo NOT Load
Outdoor Forward+shadow_cascade_tuner.gd + sdfgi_probe_manager.gd (+ day_night_cycle.gd if time-of-day)fake_gi_bounce.gd, indoor VoxelGI bake unless hybrid; environment_blender.gd / fog unless atmosphere task
Indoor sealed geometryMANDATORY VoxelGI via light_probe_manager.gd + lighting_manager.gd + ReflectionProbesSDFGI on tiny interiors; Mobile fake GI unless targeting Mobile; sky/fog scripts unless zone blend
Mobile / CompatibilityMANDATORY fake_gi_bounce.gd + light budgets in light_lod_optimizer.gdReal-time SDFGI (Forward+ only); HDR sky/volumetric body recipes
Lightmap bake / hybrid staticMANDATORY lightmap_bake_helper.gd (+ Shadowmasking for outdoor)Runtime SDFGI as bake substitute; disabling lights via Visible
Sky / Environment blend onlyenvironment_blender.gdCascade/GI managers when only tonemap/ambient/sky changes
Volumetric fog / shaftsvolumetric_fx.gd (+ volumetric_fog_zones.gd for localized density)Pure light-budget / shadow-atlas tuning tasks
Pure light budget / shadow LODlight_lod_optimizer.gd, shadow_bias_tuner.gdDo NOT Load environment_blender.gd, volumetric_fx.gd, day-night unless required
day_night_cycle.gd

Dynamic sun position and color based on time-of-day. Handles DirectionalLight3D rotation, color temperature, and intensity curves. Use for outdoor day/night systems.

light_probe_manager.gd

VoxelGI and SDFGI management for global illumination setup.

lighting_manager.gd

Dynamic light pooling and LOD. Manages light culling and shadow toggling based on camera distance. Use for performance optimization with many lights.

volumetric_fx.gd

Volumetric fog and god ray configuration. Runtime fog density/color adjustments and light shaft setup. Use for atmospheric effects.

shadow_cascade_tuner.gd

Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.

lightmap_bake_helper.gd

Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.

sdfgi_probe_manager.gd

Dynamic quality scaler for real-time Global Illumination (SDFGI). Adjusts cell size and occlusion for performance/quality trade-offs.

volumetric_fog_zones.gd

Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.

fake_gi_bounce.gd

Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.

environment_blender.gd

Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.

shadow_bias_tuner.gd

Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.

light_lod_optimizer.gd

Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.

reflection_probe_manager.gd

Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.

spotlight_projector_setup.gd

High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).

light_volume_trigger.gd

Area3D-driven camera Environment blend for cave/desert transitions (duplicate env resource; tween exposure/ambient).

lighting_quality_manager.gd

Runtime RenderingServer profile: half-res SDFGI, shadow atlas size, volumetric fog density.


DirectionalLight3D (Sun/Moon)

Shadow Cascades
gdscript
# For outdoor scenes with camera moving from near to far
extends DirectionalLight3D

func _ready() -> void:
    shadow_enabled = true
    directional_shadow_mode = SHADOW_PARALLEL_4_SPLITS
    
    # Split distances (in meters from camera)
    directional_shadow_split_1 = 10.0   # First cascade: 0-10m
    directional_shadow_split_2 = 50.0   # Second: 10-50m
    directional_shadow_split_3 = 200.0  # Third: 50-200m
    # Fourth cascade: 200m - max shadow distance
    
    directional_shadow_max_distance = 500.0
    
    # Quality vs performance
    directional_shadow_blend_splits = true  # Smooth transitions
Day/Night Cycle

MANDATORY day_night_cycle.gd — do not re-inline sun energy/color recipes here.


OmniLight3D (Point Light)

Keep omni_range tight; prefer quadratic attenuation. Flicker/campfire loops belong in scene scripts — not this body. Shadowed Omni count is a hard budget (see NEVER).


SpotLight3D (Flashlight/Headlights)

MANDATORY spotlight_projector_setup.gd for range/angle/projector cookies and camera-follow flashlights. Do not paste Spot setup here.


Global Illumination (script-first)

Use the golden-path table above. Body decision only:

PathScriptWhen
Indoor / sealedMANDATORY light_probe_manager.gd (+ lighting_manager.gd)Tight VoxelGI extents per room; never paper-thin walls
Outdoor Forward+MANDATORY sdfgi_probe_manager.gdReal-time GI; Do NOT Load on Mobile/Compatibility
Static / Mobile bakeMANDATORY lightmap_bake_helper.gdLightmapGI + Shadowmasking; bake mode ≠ Visible hide
No GI budgetMANDATORY fake_gi_bounce.gdFill lights only

Do not re-inline VoxelGI/SDFGI/Lightmap property setup here.


Environment & Sky

Sky/ambient/tonemap transitions → MANDATORY environment_blender.gd. Volumetric fog / shafts → MANDATORY volumetric_fx.gd (+ volumetric_fog_zones.gd for caves/forests).

Do NOT Load these for pure light-budget / shadow-atlas / cascade tuning — stay on light_lod_optimizer.gd / shadow_cascade_tuner.gd.


ReflectionProbe

For localized reflections (mirrors, shiny floors):

gdscript
# reflection_probe.gd
extends ReflectionProbe

func _ready() -> void:
    # Capture area
    size = Vector3(10, 5, 10)
    
    # Quality
    resolution = ReflectionProbe.RESOLUTION_512
    
    # Update mode
    update_mode = ReflectionProbe.UPDATE_ONCE  # Bake once
    # or UPDATE_ALWAYS for dynamic reflections (expensive)

Performance Optimization

Light Budgets
gdscript
# Recommended limits:
# - DirectionalLight3D with shadows: 1-2
# - OmniLight3D with shadows: 3-5
# - SpotLight3D with shadows: 2-4
# - OmniLight3D without shadows: 20-30
# - SpotLight3D without shadows: 15-20

# Disable shadows on minor lights
@onready var candle_lights: Array = [$Candle1, $Candle2, $Candle3]

func _ready() -> void:
    for light in candle_lights:
        light.shadow_enabled = false  # Save performance
Per-Light Shadow Distance
gdscript
# Disable shadows for distant lights
extends OmniLight3D

@export var shadow_max_distance := 50.0

func _process(delta: float) -> void:
    var camera := get_viewport().get_camera_3d()
    if camera:
        var dist := global_position.distance_to(camera.global_position)
        shadow_enabled = (dist < shadow_max_distance)

Edge Cases

Shadows Through Floors
gdscript
# Problem: Thin floors let shadows through
# Solution: Increase shadow bias

extends DirectionalLight3D

func _ready() -> void:
    shadow_enabled = true
    shadow_bias = 0.1  # Increase if shadows bleed through
    shadow_normal_bias = 2.0
Light Leaking in Indoor Scenes
gdscript
# Problem: VoxelGI light bleeds through walls
# Solution: Place VoxelGI nodes per-room, don't overlap

# Also: Ensure walls have proper thickness (not paper-thin)

Expert Techniques & Optimizations

1. Shadowmasking for Large Outdoor Scenes

Rendering real-time shadows for distant objects is too expensive. Use Shadowmasking by setting a DirectionalLight3D to the Dynamic bake mode while baking a LightmapGI. This bakes distant shadows into a texture while allowing dynamic objects to cast real-time shadows up close, preventing "double shadowing" artifacts.

Show full SKILL.md (607 more words)Show less
2. Fake Global Illumination

If you cannot afford GI at all (e.g., strict mobile constraints), fake it! Duplicate your main DirectionalLight3D, rotate it 180 degrees (pointing up from the ground), turn Shadows OFF, set Specular to 0.0, and reduce Energy to 10-40%. This cheaply simulates bounced floor lighting.

3. Simulating PCSS (Contact-Hardening Shadows)

Godot's OmniLight3D scaling can simulate Percentage-Closer Soft Shadows (blurrier shadows further from the caster).

gdscript
extends OmniLight3D

func _ready() -> void:
    # Simulates area lights and Percentage-Closer Soft Shadows (PCSS).
    # Note: High performance cost. Keep the number of lights with light_size > 0.0 low.
    light_size = 0.5
    shadow_enabled = true
    
    # Distance fade culls the light and shadow completely when out of range,
    # preventing the clustered renderer from choking on too many overlapping PCSS lights.
    distance_fade_enabled = true
    distance_fade_begin = 20.0
    distance_fade_length = 5.0

Expert Pattern: Light-Volume-Trigger

Smoothly transition between lighting environments (e.g., entering a dark cave from a bright desert) using Area3D triggers and Tween-driven Camera3D overrides.

gdscript
class_name LightVolumeTrigger extends Area3D

@export var interior_environment: Environment
@export var transition_duration: float = 2.0

func _ready() -> void:
    body_entered.connect(_on_body_entered)
    body_exited.connect(_on_body_exited)

func _on_body_entered(body: Node3D) -> void:
    if body.is_in_group("player"):
        var camera := get_viewport().get_camera_3d()
        # Duplicate to avoid modifying the original resource
        if not camera.environment:
            camera.environment = interior_environment.duplicate()
            
        var tween := create_tween().set_parallel(true)
        # Interpolate key properties for visual adaptation
        tween.tween_property(camera.environment, "tonemap_exposure", interior_environment.tonemap_exposure, transition_duration)
        tween.tween_property(camera.environment, "ambient_light_energy", interior_environment.ambient_light_energy, transition_duration)

func _on_body_exited(body: Node3D) -> void:
    if not body.is_in_group("player"):
        return
    var camera := get_viewport().get_camera_3d()
    if camera == null or camera.environment == null:
        return
    var world_env := get_tree().get_first_node_in_group("world_environment") as WorldEnvironment
    var target := world_env.environment if world_env and world_env.environment else Environment.new()
    var tween := create_tween().set_parallel(true)
    tween.tween_property(camera.environment, "tonemap_exposure", target.tonemap_exposure, transition_duration)
    tween.tween_property(camera.environment, "ambient_light_energy", target.ambient_light_energy, transition_duration)
    tween.chain().tween_callback(func():
        # Return to WorldEnvironment ownership when blend completes
        camera.environment = null
    )

[!TIP] Place a ReflectionProbe inside the interior with interior = true. Godot will automatically blend this with the exterior environment as the player transitions.


Expert Pattern: Interior-Mapping (Fake-Rooms)

Fake interior depth on window quads is a custom spatial-shader specialty — implement in a project shader or route to godot-shaders-basics. Do not keep incomplete ray-box stubs in this skill body.


Expert Pattern: Lighting-Quality-Settings

Manage complex lighting features (Shadows, SDFGI, Fog) at runtime using the RenderingServer API for direct engine control.

gdscript
class_name LightingQualityManager extends Node

func apply_low_quality_profile(env_rid: RID) -> void:
    # 1. SDFGI Optimization
    # Huge performance gain: Render GI buffers at half resolution
    RenderingServer.gi_set_use_half_resolution(true)
    RenderingServer.environment_set_sdfgi_ray_count(RenderingServer.ENV_SDFGI_RAY_COUNT_4)
    RenderingServer.environment_set_sdfgi_frames_to_converge(RenderingServer.ENV_SDFGI_CONVERGE_IN_30_FRAMES)
    
    # 2. Shadow Optimization
    # Reduce global directional shadow atlas
    RenderingServer.directional_shadow_atlas_set_size(2048, true)
    RenderingServer.directional_soft_shadow_filter_set_quality(RenderingServer.SHADOW_QUALITY_SOFT_VERY_LOW)
    # Reduce positional (Omni/Spot) shadows for current viewport
    get_viewport().positional_shadow_atlas_size = 1024
    
    # 3. Volumetric Fog
    # Disable or heavily reduce fog detail
    RenderingServer.environment_set_volumetric_fog(env_rid, false, 0.01, Color.WHITE, Color.BLACK, 0.0, 0.2, 64.0, 2.0, 1.0, true, 0.9, 0.0, 1.0)

Deep recipes (on demand)

TopicReference / script
VoxelGI / SDFGI / LightmapGI setupgi-and-bake-recipes.md
Sky / fog / HDR environmentenvironment-and-fog.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Introduction to lights and shadows — Directional/Omni/Spot roles, shadow atlas budgets, cascades, projectors, and bias tradeoffs.
  • Introduction to global illumination — Decision matrix for LightmapGI vs VoxelGI vs SDFGI vs probes before committing bake or runtime cost.
  • Using SDFGI — Forward+-only real-time GI cascades, occlusion, and quality knobs used by outdoor/open scenes.
  • Using VoxelGI — Bounded indoor GI, subdivision, leak causes (thin walls), and per-room bake workflow.
  • Using LightmapGI — Static bake modes, denoiser, shadowmasks, and when baked lighting cannot serve dynamic geometry.
  • Reflection probes — Localized specular capture, Update Once vs Always, and interior blending with environments.
  • Faking global illumination — Fill-light / bounce approximations for Mobile and Compatibility when SDFGI is unavailable.
  • Environment and post-processing — WorldEnvironment sky, ambient, tonemap, and camera overrides for light-volume transitions.
  • Volumetric fog and fog volumes — Global volumetric fog plus FogVolume density zones for shafts and localized atmosphere.
  • Physical light and camera units — Lux/EV-style energy when matching real-world day/night and exposure chains.
  • Optimizing 3D performance — Shadow/GI/light-count budgets after local LOD and cascade tuning still miss frame time.
  • AreaLight3D — Rectangular soft area lights for panels/screens instead of emissive-only fakes in Forward+.
Prerequisites
  • godot-project-foundations — Renderer choice (Forward+/Mobile/Compatibility), shadow atlas, and GI project settings gate which lighting features exist.
  • godot-3d-materials — Albedo/roughness/metallic/emission and gi_mode decide how surfaces receive bounced and baked light.
  • godot-gdscript-mastery — Typed node scripts, Tweens, and Resource ownership patterns used by managers and environment blends.
Complements
  • godot-shaders-basics — Custom spatial/fog/sky shaders and interior-mapping tricks that extend Environment lighting without more real lights.
  • godot-camera-systems — Camera environment overrides and exposure pairing for cave/interior light-volume transitions.
  • godot-3d-world-building — Scene scale, sealed interiors, and GridMap/static layout that make VoxelGI/LightmapGI bake cleanly.
  • godot-particles — Dust/smoke/embers read correctly only when fog density and light energy are co-authored.
  • godot-tweening — Smooth Environment, fog, and light-energy transitions instead of hard cuts at Area3D boundaries.
  • godot-physics-3d — Area3D body enter/exit triggers that drive light-volume and fog-zone blends.
  • godot-adapt-desktop-to-mobile — Strip SDFGI/heavy shadows and swap to fake bounce GI when targeting Mobile/Compatibility.
Downstream / consumers
  • godot-performance-optimization — Escalate here when cascade splits, probe counts, or volumetric fog still dominate the profiler.
  • godot-monte-carlo-balancer — Simulate visibility/readability under day-night or darkness budgets when lighting changes combat, stealth, or horror difficulty.
  • godot-genre-horror — Consumes sparse lights, fog, and ReflectionProbe interiors for tension-first atmospheres.
  • godot-debugging-profiling — Use debugger/monitor views to prove shadow atlas and GI cost before cutting features blindly.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting lighting concern.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 19 other files (scripts, references) in skills/godot-3d-lighting of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/environment-and-fog.md
  • references/gi-and-bake-recipes.md
  • references/migration-notes.md
  • scripts/day_night_cycle.gd
  • scripts/environment_blender.gd
  • scripts/fake_gi_bounce.gd
  • scripts/light_lod_optimizer.gd
  • scripts/light_probe_manager.gd
  • scripts/light_volume_trigger.gd
  • scripts/lighting_manager.gd
  • scripts/lighting_quality_manager.gd
  • scripts/lightmap_bake_helper.gd
  • scripts/reflection_probe_manager.gd
  • scripts/sdfgi_probe_manager.gd
  • scripts/shadow_bias_tuner.gd
  • scripts/shadow_cascade_tuner.gd
  • scripts/spotlight_projector_setup.gd
  • scripts/volumetric_fog_zones.gd
  • … and 1 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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More from thedivergentai/GD-Agentic-Skills

All 98 skills in this repo
  • Godot 2D Animation

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  • Godot 3D World Building

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  • Godot Adapt 2D To 3D

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  • Godot Agent Vision

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Works with

Questions about Godot 3D Lighting

What does Godot 3D Lighting do?

Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Godot 3D Lighting is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking.

When should I use Godot 3D Lighting?

Godot 3D Lighting fits situations like: implementing realistic 3D lighting; shadow optimization; global illumination; keywords: DirectionalLight3D.

How do I install Godot 3D Lighting in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a claude-code`. Or copy the skill folder (skills/godot-3d-lighting in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-3d-lighting in your project. Claude Code loads it when a task matches its description.

How do I install Godot 3D Lighting in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a codex`. Or copy the skill folder (skills/godot-3d-lighting in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-3d-lighting in your project. Codex loads it when a task matches its description.

Can I use Godot 3D Lighting in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-3d-lighting, .gemini/skills/godot-3d-lighting, .github/skills/godot-3d-lighting and .opencode/skills/godot-3d-lighting in your project.

What does Godot 3D Lighting need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot 3D Lighting is instructions for the agent only.

Does Godot 3D Lighting access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot 3D Lighting safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot 3D Lighting use?

Godot 3D Lighting is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot 3D Lighting use?

About 5.9k tokens (SKILL.md is roughly 24k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Godot 3D Lighting?

Skills that share tags, products or a category with Godot 3D Lighting: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot 3D Lighting?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.