Creator · thedivergentai
Last updated · Sep 5, 2026
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. Tr
Creator · thedivergentai
Last updated · Sep 5, 2026
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. Tr
Creator · thedivergentai
Last updated · Sep 5, 2026
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. Tr
Creator · thedivergentai
Last updated · Sep 5, 2026
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. Tr
Sandbox only
Install targets
Codex install prompt
Install the "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-3d-lighting","task":"Install godot-3d-lighting","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
659
75/100 Quality · 79/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
659 GitHub stars
Repo activity
659 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
Install safety
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npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lightingDo not use when
Agent safety v2
Usable candidate, but the agent should surface permission and audit notes before installation.
Require human approval before installing into a real workspace.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
high
Skill metadata references credentials, tokens, environment variables, or secret-bearing workflows.
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/api/agent/resolve?task=Use%20godot-3d-lighting%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
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Task: Use godot-3d-lighting in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-3d-lighting%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-3d-lighting/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
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/api/skills/thedivergentai-godot-3d-lighting/install
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/api/skills/search?q=godot-3d-lighting&limit=3
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Use godot-3d-lighting for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-3d-lighting/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lightingRegistry metadata
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/api/registry/manifest/thedivergentai-godot-3d-lighting
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/api/registry/install/thedivergentai-godot-3d-lighting
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/api/registry/recommend?task=Use%20godot-3d-lighting%20in%20an%20agent%20workflow&limit=3
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Claude Code
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INFO659 GitHub stars
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INFO659 stars, 40 forks; issue activity unavailable in current metadata
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PASS15d since push
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PASSLGPL-3.0
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Run only in a sandbox and compare close alternatives before using it for real work.
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Solid option that is likely worth shortlisting for production workflows.
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--- 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) | Scene | Load | Do 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 geometry | **MANDATORY** VoxelGI via `light_probe_manager.gd` + `lighting_manager.gd` + ReflectionProbes | SDFGI on tiny interiors; Mobile fake GI unless targeting Mobile; sky/fog scripts unless zone blend | | **Mobile / Compatibility** | **MANDATORY** `fake_gi_bounce.gd` + light budgets in `light_lod_optimizer.gd` | Real-time SDFGI (Forward+ only); HDR sky/volumetric body recipes | | **Lightmap bake / hybrid static** | **MANDATORY** `lightmap_bake_helper.gd` (+ Shadowmasking for outdoor) | Runtime SDFGI as bake substitute; disabling lights via Visible | | **Sky / Environment blend only** | `environment_blender.gd` | Cascade/GI managers when only tonemap/ambient/sky changes | | **Volumetric fog / shafts** | `volumetric_fx.gd` (+ `volumetric_fog_zones.gd` for localized density) | Pure light-budget / shadow-atlas tuning tasks | | **Pure light budget / shadow LOD** | `light_lod_optimizer.gd`, `shadow_bias_tuner.gd` | **Do NOT Load** `environment_blender.gd`, `volumetric_fx.gd`, day-night unless required |
### [day_night_cycle.gd](scripts/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](scripts/light_probe_manager.gd) VoxelGI and SDFGI management for global illumination setup.
### [lighting_manager.gd](scripts/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](scripts/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](scripts/shadow_cascade_tuner.gd) Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.
### [lightmap_bake_helper.gd](scripts/lightmap_bake_helper.gd) Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.
### [sdfgi_probe_manager.gd](scripts/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](scripts/volumetric_fog_zones.gd) Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.
### [fake_gi_bounce.gd](scripts/fake_gi_bounce.gd) Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.
### [environment_blender.gd](scripts/environment_blender.gd) Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.
### [shadow_bias_tuner.gd](scripts/shadow_bias_tuner.gd) Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.
### [light_lod_optimizer.gd](scripts/light_lod_optimizer.gd) Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.
### [reflection_probe_manager.gd](scripts/reflection_probe_manager.gd) Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.
### [spotlight_projector_setup.gd](scripts/spotlight_projector_setup.gd) High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).
### [light_volume_trigger.gd](scripts/light_volume_trigger.gd) Area3D-driven camera `Environment` blend for cave/desert transitions (duplicate env resource; tween exposure/ambient).
### [lighting_quality_manager.gd](scripts/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`](scripts/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`](scripts/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:
| Path | Script | When | |------|--------|------| | Indoor / sealed | **MANDATORY** [`light_probe_manager.gd`](scripts/light_probe_manager.gd) (+ [`lighting_manager.gd`](scripts/lighting_manager.gd)) | Tight VoxelGI extents per room; never paper-thin walls | | Outdoor Forward+ | **MANDATORY** [`sdfgi_probe_manager.gd`](scripts/sdfgi_probe_manager.gd) | Real-time GI; **Do NOT Load** on Mobile/Compatibility | | Static / Mobile bake | **MANDATORY** [`lightmap_bake_helper.gd`](scripts/lightmap_bake_helper.gd) | LightmapGI + Shadowmasking; bake mode ≠ Visible hide | | No GI budget | **MANDATORY** [`fake_gi_bounce.gd`](scripts/fake_gi_bounce.gd) | Fill lights only |
Do not re-inline VoxelGI/SDFGI/Lightmap property setup here.
---
## Environment & Sky
Sky/ambient/tonemap transitions → **MANDATORY** [`environment_blender.gd`](scripts/environment_blender.gd). Volumetric fog / shafts → **MANDATORY** [`volumetric_fx.gd`](scripts/volumetric_fx.gd) (+ [`volumetric_fog_zones.gd`](scripts/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 Dire
Source provenance
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659 GitHub stars
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Scenario-led draft for godot-3d-lighting, ready for a manual X post.
godot-3d-lighting: Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight... 659 stars https://www.openagentskill.com/skills/thedivergentai-godot-3d-lighting?ref=x
Listing + install path for godot-3d-lighting: https://www.openagentskill.com/skills/thedivergentai-godot-3d-lighting?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
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Install targets
Codex install prompt
Install the "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-3d-lighting","task":"Install godot-3d-lighting","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
659
75/100 Quality · 79/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
659 GitHub stars
Repo activity
659 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lightingDo not use when
Agent safety v2
Usable candidate, but the agent should surface permission and audit notes before installation.
Require human approval before installing into a real workspace.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
high
Skill metadata references credentials, tokens, environment variables, or secret-bearing workflows.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20godot-3d-lighting%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
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Install handoff
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Agent should check
Copy prompt
Task: Use godot-3d-lighting in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-3d-lighting%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-3d-lighting
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INFO659 GitHub stars
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INFO659 stars, 40 forks; issue activity unavailable in current metadata
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--- 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) | Scene | Load | Do 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 geometry | **MANDATORY** VoxelGI via `light_probe_manager.gd` + `lighting_manager.gd` + ReflectionProbes | SDFGI on tiny interiors; Mobile fake GI unless targeting Mobile; sky/fog scripts unless zone blend | | **Mobile / Compatibility** | **MANDATORY** `fake_gi_bounce.gd` + light budgets in `light_lod_optimizer.gd` | Real-time SDFGI (Forward+ only); HDR sky/volumetric body recipes | | **Lightmap bake / hybrid static** | **MANDATORY** `lightmap_bake_helper.gd` (+ Shadowmasking for outdoor) | Runtime SDFGI as bake substitute; disabling lights via Visible | | **Sky / Environment blend only** | `environment_blender.gd` | Cascade/GI managers when only tonemap/ambient/sky changes | | **Volumetric fog / shafts** | `volumetric_fx.gd` (+ `volumetric_fog_zones.gd` for localized density) | Pure light-budget / shadow-atlas tuning tasks | | **Pure light budget / shadow LOD** | `light_lod_optimizer.gd`, `shadow_bias_tuner.gd` | **Do NOT Load** `environment_blender.gd`, `volumetric_fx.gd`, day-night unless required |
### [day_night_cycle.gd](scripts/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](scripts/light_probe_manager.gd) VoxelGI and SDFGI management for global illumination setup.
### [lighting_manager.gd](scripts/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](scripts/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](scripts/shadow_cascade_tuner.gd) Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.
### [lightmap_bake_helper.gd](scripts/lightmap_bake_helper.gd) Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.
### [sdfgi_probe_manager.gd](scripts/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](scripts/volumetric_fog_zones.gd) Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.
### [fake_gi_bounce.gd](scripts/fake_gi_bounce.gd) Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.
### [environment_blender.gd](scripts/environment_blender.gd) Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.
### [shadow_bias_tuner.gd](scripts/shadow_bias_tuner.gd) Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.
### [light_lod_optimizer.gd](scripts/light_lod_optimizer.gd) Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.
### [reflection_probe_manager.gd](scripts/reflection_probe_manager.gd) Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.
### [spotlight_projector_setup.gd](scripts/spotlight_projector_setup.gd) High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).
### [light_volume_trigger.gd](scripts/light_volume_trigger.gd) Area3D-driven camera `Environment` blend for cave/desert transitions (duplicate env resource; tween exposure/ambient).
### [lighting_quality_manager.gd](scripts/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`](scripts/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`](scripts/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:
| Path | Script | When | |------|--------|------| | Indoor / sealed | **MANDATORY** [`light_probe_manager.gd`](scripts/light_probe_manager.gd) (+ [`lighting_manager.gd`](scripts/lighting_manager.gd)) | Tight VoxelGI extents per room; never paper-thin walls | | Outdoor Forward+ | **MANDATORY** [`sdfgi_probe_manager.gd`](scripts/sdfgi_probe_manager.gd) | Real-time GI; **Do NOT Load** on Mobile/Compatibility | | Static / Mobile bake | **MANDATORY** [`lightmap_bake_helper.gd`](scripts/lightmap_bake_helper.gd) | LightmapGI + Shadowmasking; bake mode ≠ Visible hide | | No GI budget | **MANDATORY** [`fake_gi_bounce.gd`](scripts/fake_gi_bounce.gd) | Fill lights only |
Do not re-inline VoxelGI/SDFGI/Lightmap property setup here.
---
## Environment & Sky
Sky/ambient/tonemap transitions → **MANDATORY** [`environment_blender.gd`](scripts/environment_blender.gd). Volumetric fog / shafts → **MANDATORY** [`volumetric_fx.gd`](scripts/volumetric_fx.gd) (+ [`volumetric_fog_zones.gd`](scripts/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 Dire
Source provenance
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659 GitHub stars
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godot-3d-lighting: Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight... 659 stars https://www.openagentskill.com/skills/thedivergentai-godot-3d-lighting?ref=x
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Codex install prompt
Install the "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-3d-lighting","task":"Install godot-3d-lighting","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
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RAG and knowledge
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Claude Code + CLI + Codex
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Ready
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fresh
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75/100 Quality · 79/100 Trust
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Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
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Stars
659 GitHub stars
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659 stars, 40 forks
Maintenance
15d since push
License
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Task: Use godot-3d-lighting in this workspace.
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Agent fit
Local desktop
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
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Primary pick
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Local desktop
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO659 GitHub stars
Stars/forks activity
INFO659 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Operate local tools
I need my agent to operate local files and desktop apps in a repeatable workflow.
Operate web apps
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Automate repeated work
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Workflow fit
Operate and verify web apps
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Brief to publish-ready creative
A practical workflow for agents that shape a video brief, create strong multimodal prompts, generate supporting B-roll, and prepare a reviewable short-form or explainer video.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
利用AI大模型,一键生成高清短视频 Generate short videos with one click using AI LLM.
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- 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) | Scene | Load | Do 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 geometry | **MANDATORY** VoxelGI via `light_probe_manager.gd` + `lighting_manager.gd` + ReflectionProbes | SDFGI on tiny interiors; Mobile fake GI unless targeting Mobile; sky/fog scripts unless zone blend | | **Mobile / Compatibility** | **MANDATORY** `fake_gi_bounce.gd` + light budgets in `light_lod_optimizer.gd` | Real-time SDFGI (Forward+ only); HDR sky/volumetric body recipes | | **Lightmap bake / hybrid static** | **MANDATORY** `lightmap_bake_helper.gd` (+ Shadowmasking for outdoor) | Runtime SDFGI as bake substitute; disabling lights via Visible | | **Sky / Environment blend only** | `environment_blender.gd` | Cascade/GI managers when only tonemap/ambient/sky changes | | **Volumetric fog / shafts** | `volumetric_fx.gd` (+ `volumetric_fog_zones.gd` for localized density) | Pure light-budget / shadow-atlas tuning tasks | | **Pure light budget / shadow LOD** | `light_lod_optimizer.gd`, `shadow_bias_tuner.gd` | **Do NOT Load** `environment_blender.gd`, `volumetric_fx.gd`, day-night unless required |
### [day_night_cycle.gd](scripts/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](scripts/light_probe_manager.gd) VoxelGI and SDFGI management for global illumination setup.
### [lighting_manager.gd](scripts/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](scripts/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](scripts/shadow_cascade_tuner.gd) Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.
### [lightmap_bake_helper.gd](scripts/lightmap_bake_helper.gd) Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.
### [sdfgi_probe_manager.gd](scripts/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](scripts/volumetric_fog_zones.gd) Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.
### [fake_gi_bounce.gd](scripts/fake_gi_bounce.gd) Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.
### [environment_blender.gd](scripts/environment_blender.gd) Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.
### [shadow_bias_tuner.gd](scripts/shadow_bias_tuner.gd) Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.
### [light_lod_optimizer.gd](scripts/light_lod_optimizer.gd) Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.
### [reflection_probe_manager.gd](scripts/reflection_probe_manager.gd) Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.
### [spotlight_projector_setup.gd](scripts/spotlight_projector_setup.gd) High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).
### [light_volume_trigger.gd](scripts/light_volume_trigger.gd) Area3D-driven camera `Environment` blend for cave/desert transitions (duplicate env resource; tween exposure/ambient).
### [lighting_quality_manager.gd](scripts/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`](scripts/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`](scripts/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:
| Path | Script | When | |------|--------|------| | Indoor / sealed | **MANDATORY** [`light_probe_manager.gd`](scripts/light_probe_manager.gd) (+ [`lighting_manager.gd`](scripts/lighting_manager.gd)) | Tight VoxelGI extents per room; never paper-thin walls | | Outdoor Forward+ | **MANDATORY** [`sdfgi_probe_manager.gd`](scripts/sdfgi_probe_manager.gd) | Real-time GI; **Do NOT Load** on Mobile/Compatibility | | Static / Mobile bake | **MANDATORY** [`lightmap_bake_helper.gd`](scripts/lightmap_bake_helper.gd) | LightmapGI + Shadowmasking; bake mode ≠ Visible hide | | No GI budget | **MANDATORY** [`fake_gi_bounce.gd`](scripts/fake_gi_bounce.gd) | Fill lights only |
Do not re-inline VoxelGI/SDFGI/Lightmap property setup here.
---
## Environment & Sky
Sky/ambient/tonemap transitions → **MANDATORY** [`environment_blender.gd`](scripts/environment_blender.gd). Volumetric fog / shafts → **MANDATORY** [`volumetric_fx.gd`](scripts/volumetric_fx.gd) (+ [`volumetric_fog_zones.gd`](scripts/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 Dire
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godot-3d-lighting: Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight... 659 stars https://www.openagentskill.com/skills/thedivergentai-godot-3d-lighting?ref=x
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Install the "godot-3d-lighting" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-3d-lighting. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-3d-lighting","task":"Install godot-3d-lighting","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
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--- 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) | Scene | Load | Do 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 geometry | **MANDATORY** VoxelGI via `light_probe_manager.gd` + `lighting_manager.gd` + ReflectionProbes | SDFGI on tiny interiors; Mobile fake GI unless targeting Mobile; sky/fog scripts unless zone blend | | **Mobile / Compatibility** | **MANDATORY** `fake_gi_bounce.gd` + light budgets in `light_lod_optimizer.gd` | Real-time SDFGI (Forward+ only); HDR sky/volumetric body recipes | | **Lightmap bake / hybrid static** | **MANDATORY** `lightmap_bake_helper.gd` (+ Shadowmasking for outdoor) | Runtime SDFGI as bake substitute; disabling lights via Visible | | **Sky / Environment blend only** | `environment_blender.gd` | Cascade/GI managers when only tonemap/ambient/sky changes | | **Volumetric fog / shafts** | `volumetric_fx.gd` (+ `volumetric_fog_zones.gd` for localized density) | Pure light-budget / shadow-atlas tuning tasks | | **Pure light budget / shadow LOD** | `light_lod_optimizer.gd`, `shadow_bias_tuner.gd` | **Do NOT Load** `environment_blender.gd`, `volumetric_fx.gd`, day-night unless required |
### [day_night_cycle.gd](scripts/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](scripts/light_probe_manager.gd) VoxelGI and SDFGI management for global illumination setup.
### [lighting_manager.gd](scripts/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](scripts/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](scripts/shadow_cascade_tuner.gd) Expert logic for adjusting DirectionalLight3D shadow split distances dynamically based on sun angle and camera tilt.
### [lightmap_bake_helper.gd](scripts/lightmap_bake_helper.gd) Advanced LightmapGI configuration pattern using Shadowmasking mode for hybrid static/dynamic shadowing.
### [sdfgi_probe_manager.gd](scripts/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](scripts/volumetric_fog_zones.gd) Smoothly transitioning localized fog density for cave entrances or forest clearings using Tweens and Area3D triggers.
### [fake_gi_bounce.gd](scripts/fake_gi_bounce.gd) Efficient 'Mobile-GI' pattern. Simulates light bouncing off the floor using non-shadowed directional fill lights.
### [environment_blender.gd](scripts/environment_blender.gd) Architectural pattern for transitioning WorldEnvironment parameters (Sky, Ambient, Tonemap) during gameplay.
### [shadow_bias_tuner.gd](scripts/shadow_bias_tuner.gd) Optimization script for correcting 'Peter Panning' and 'Shadow Acne' on high-fidelity directional lights.
### [light_lod_optimizer.gd](scripts/light_lod_optimizer.gd) Distance-based shadow and visibility culling for OmniLight3D nodes in dense environments.
### [reflection_probe_manager.gd](scripts/reflection_probe_manager.gd) Performance-aware ReflectionProbe handling using manual 'Update Once' triggers for large environmental changes.
### [spotlight_projector_setup.gd](scripts/spotlight_projector_setup.gd) High-detail lighting using Projector textures to fake complex shadow patterns (grates, glass ripples).
### [light_volume_trigger.gd](scripts/light_volume_trigger.gd) Area3D-driven camera `Environment` blend for cave/desert transitions (duplicate env resource; tween exposure/ambient).
### [lighting_quality_manager.gd](scripts/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`](scripts/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`](scripts/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:
| Path | Script | When | |------|--------|------| | Indoor / sealed | **MANDATORY** [`light_probe_manager.gd`](scripts/light_probe_manager.gd) (+ [`lighting_manager.gd`](scripts/lighting_manager.gd)) | Tight VoxelGI extents per room; never paper-thin walls | | Outdoor Forward+ | **MANDATORY** [`sdfgi_probe_manager.gd`](scripts/sdfgi_probe_manager.gd) | Real-time GI; **Do NOT Load** on Mobile/Compatibility | | Static / Mobile bake | **MANDATORY** [`lightmap_bake_helper.gd`](scripts/lightmap_bake_helper.gd) | LightmapGI + Shadowmasking; bake mode ≠ Visible hide | | No GI budget | **MANDATORY** [`fake_gi_bounce.gd`](scripts/fake_gi_bounce.gd) | Fill lights only |
Do not re-inline VoxelGI/SDFGI/Lightmap property setup here.
---
## Environment & Sky
Sky/ambient/tonemap transitions → **MANDATORY** [`environment_blender.gd`](scripts/environment_blender.gd). Volumetric fog / shafts → **MANDATORY** [`volumetric_fx.gd`](scripts/volumetric_fx.gd) (+ [`volumetric_fog_zones.gd`](scripts/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 Dire
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godot-3d-lighting: Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight... 659 stars https://www.openagentskill.com/skills/thedivergentai-godot-3d-lighting?ref=x
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