lighting-lod-pipeline
Skill105 starsChanged 8 months agoMITView on GitHub
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 39
every scene states which lights are dynamic and which cast shadows — defaults are decisions, not accidents
- Distinctive: line 45
every light dynamic and shadow-casting because that was the default when it was placed
- Distinctive: line 66
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 67
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Lighting and LOD Pipeline
Purpose
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets on the weakest target.
Use When
- 3D scenes need a lighting approach and nothing is decided beyond defaults
- frame cost traces to lights, shadows, or geometry density at distance
- environments grow and need LODs, culling, and draw-distance policy
Inputs
- art direction for mood, time-of-day needs, and dynamism (static vs day cycle)
- target platforms and their lighting capabilities (baking, shadow budgets)
- scene inventory: interiors/exteriors, scale, density
- frame budget allocation for lighting and geometry
Process
- decide the lighting policy explicitly: what is baked (or faked with blob shadows/light textures), what is dynamic, and which single light owns real-time shadows in a typical scene
- budget lights per scene category: dynamic light count, shadow-casting count, and shadow resolution against the weakest target
- define the ambient/indirect strategy (baked GI, probes, flat ambient plus tuned materials) consistent with the art direction
- define LOD chains per asset category: reduction targets per level, switch distances tied to on-screen size, and whether the last level is an impostor or culled
- set culling and draw-distance policy: occlusion strategy for interiors, distance culling tiers for props and detail layers
- validate on target: light/shadow cost and LOD transitions measured on the weakest device, with popping checked at gameplay camera speeds
Outputs
- lighting policy sheet (baked/dynamic split, shadow ownership, ambient strategy)
- per-scene light and shadow budgets
- LOD chain conventions per asset category with switch-distance rules
- culling/draw-distance policy and the on-target validation checklist
Quality Bar
- every scene states which lights are dynamic and which cast shadows — defaults are decisions, not accidents
- lighting cost is measured within its frame-budget allocation on the weakest target
- LOD switches are not visible at normal gameplay camera distance and speed
- distant or occluded content is demonstrably culled, not just unlit
Common Failure Modes
- every light dynamic and shadow-casting because that was the default when it was placed
- LODs authored once at arbitrary reductions and never tuned to on-screen size, popping constantly
- ambient handled by cranking material emissive or fog until baked and dynamic objects no longer match
- interiors paying for the whole exterior because no occlusion or portal strategy was decided
Related Agents
- technical-artist
- level-designer
- performance-reviewer
Related Commands
- art-3d-pass
- perf-budget
- level-beat
Related Skills
- materials-shading-pipeline
- 3d-asset-pipeline
- vfx-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns lighting/LOD policy for content; engine-specific render pipeline settings (e.g. URP/HDRP configuration) belong to the engine layer.
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