godot-3d-lighting — Claude Code skill: 3D lighting in Godot
A skill that gives AI agents working patterns for Godot 3D lighting: shadow cascades, light attenuation, VoxelGI, SDFGI and lightmap baking.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a claude-codeWhat godot-3d-lighting does
The skill covers DirectionalLight3D, OmniLight3D and SpotLight3D: shadow modes, attenuation curves, spot angles. It also walks through the global illumination options — VoxelGI, SDFGI, LightmapGI and ReflectionProbe — and says which one fits which scene.
Inside are GDScript helpers. shadow_cascade_tuner.gd adjusts shadow split distances from sun angle, lightmap_bake_helper.gd sets up Shadowmasking for hybrid static and dynamic scenes, fake_gi_bounce.gd fakes bounced light on mobile renderers, light_lod_optimizer.gd culls shadows by distance. There are managers for fog, reflection probes and day-night cycles too. The skill asks the agent to read the matching script before implementing a pattern.
The renderer is the hard limit. Real-time SDFGI is Forward+ only, so on Mobile and Compatibility you fall back to fake bounce lights. VoxelGI leaks light through thin walls, and baked lightmaps do not follow moving geometry. If your scene is fully dynamic, baking is the wrong tool — pick SDFGI or VoxelGI from the start.
What it helps with
- set up DirectionalLight3D shadow cascades for a large outdoor scene
- stop VoxelGI light leaking through thin walls
- choose between VoxelGI, SDFGI and LightmapGI for a scene
- cut the number of shadow-casting lights without wrecking the look
- bake a lightmap with denoising and Shadowmasking
Example prompts for the agent
- help me set up a DirectionalLight3D with four shadow cascades for an open field
- why does VoxelGI leak light through walls and how do I fix it
- build a fake bounce light setup for the mobile renderer with fake_gi_bounce.gd
How to install godot-3d-lighting
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a claude-code2Manually: put the files in place
~/.claude/skills/godot-3d-lighting/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-3d-lighting/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a codex2Manually: put the files in place
.agents/skills/godot-3d-lighting/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a cursor2Manually: put the files in place
.cursor/skills/godot-3d-lighting/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-3d-lighting2Manually: put the files in place
.github/skills/godot-3d-lighting/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-3d-lightingManually: put the files in place
.devin/skills/godot-3d-lighting/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-3d-lighting
How do I install godot-3d-lighting in Claude?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-3d-lighting -a claude-code. The skill lands in ~/.claude/skills/godot-3d-lighting/SKILL.md.
What does godot-3d-lighting do?
It hands the agent Godot 3D lighting patterns: shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, global illumination and lightmap baking. Each pattern comes with a GDScript helper.
Why doesn't SDFGI work on mobile?
Real-time SDFGI is a Forward+ feature. For Mobile and Compatibility the skill points to fake_gi_bounce.gd, which uses non-shadowed fill lights instead.