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Agent Skill · 待分类

godot-3d-lighting(戈多 3D 照明)

godot-3d-lighting 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-3d-lighting 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 1,686。

总安装 2,540周安装 108GitHub Stars 138下载 890核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-3d-lighting(戈多 3D 照明)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-3d-lighting
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-lighting
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-lighting

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

godot-3d-lighting 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。适用于 GitHub 仓库管理和代码协作相关任务。

围绕仓库状态、代码变更或协作事项进行整理。安装命令:npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-lighting。建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

来源仓库内路径:skills/godot-3d-lighting

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

godot-3d-lighting 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-lighti…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-3d-lighting 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

godot-3d-lighting 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

godot-3d-lighting 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

godot-3d-lighting 用的人多吗?

公开数据是累计安装 2,540 次,近一周安装 108 次,下载 890 次,GitHub 138 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

godot-3d-lighting 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
godot-3d-lighting

戈多 3D 照明 · 本页

2,540138权限未标注未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.

Available Scripts

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

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).


DirectionalLight3D (Sun/Moon)

Shadow Cascades

# 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

# sun_controller.gd
extends DirectionalLight3D

@export var time_of_day := 12.0  # 0-24 hours
@export var rotation_speed := 0.1  # Hours per second

func _process(delta: float) -> void:
    time_of_day += rotation_speed * delta
    if time_of_day >= 24.0:
        time_of_day -= 24.0

    # Rotate sun (0° = noon, 180° = midnight)
    var angle := (time_of_day - 12.0) * 15.0  # 15° per hour
    rotation_degrees.x = -angle

    # Adjust intensity
    if time_of_day < 6.0 or time_of_day > 18.0:
        light_energy = 0.0  # Night
    elif time_of_day < 7.0:
        light_energy = remap(time_of_day, 6.0, 7.0, 0.0, 1.0)  # Sunrise
    elif time_of_day > 17.0:
        light_energy = remap(time_of_day, 17.0, 18.0, 1.0, 0.0)  # Sunset
    else:
        light_energy = 1.0  # Day

    # Color shift
    if time_of_day < 8.0 or time_of_day > 16.0:
        light_color = Color(1.0, 0.7, 0.4)  # Orange (dawn/dusk)
    else:
        light_color = Color(1.0, 1.0, 0.9)  # Neutral white

OmniLight3D (Point Light)

Attenuation Tuning

# torch.gd
extends OmniLight3D

func _ready() -> void:
    omni_range = 10.0  # Maximum reach
    omni_attenuation = 2.0  # Falloff curve (1.0 = linear, 2.0 = quadratic/realistic)

    # For "magical" lights, reduce attenuation
    omni_attenuation = 0.5  # Flatter falloff, reaches farther

Flickering Effect

#  campfire.gd
extends OmniLight3D

@export var base_energy := 1.0
@export var flicker_strength := 0.3
@export var flicker_speed := 5.0

func _process(delta: float) -> void:
    var flicker := sin(Time.get_ticks_msec() * 0.001 * flicker_speed) * flicker_strength
    light_energy = base_energy + flicker

SpotLight3D (Flashlight/Headlights)

Setup

# flashlight.gd
extends SpotLight3D

func _ready() -> void:
    spot_range = 20.0
    spot_angle = 45.0  # Cone angle (degrees)
    spot_angle_attenuation = 2.0  # Edge softness

    shadow_enabled = true

    # Projector texture (optional - cookie/gobo)
    light_projector = load("res://textures/flashlight_mask.png")

Follow Camera

# player_flashlight.gd
extends SpotLight3D

@onready var camera: Camera3D = get_viewport().get_camera_3d()

func _process(delta: float) -> void:
    if camera:
        global_transform = camera.global_transform

Global Illumination: VoxelGI vs SDFGI

Decision Matrix

FeatureVoxelGISDFGI
SetupManual bounds per roomAutomatic, scene-wide
Dynamic objectsFully supportedPartially supported
PerformanceModerateHigher cost
Use caseIndoor, small-medium scenesLarge outdoor scenes
Godot version4.0+4.0+

VoxelGI Setup

# room_gi.gd - Place one VoxelGI per room/area
extends VoxelGI

func _ready() -> void:
    # Tightly fit the room
    size = Vector3(20, 10, 20)

    # Quality settings
    subdiv = VoxelGI.SUBDIV_128  # Higher = better quality, slower

    # Bake GI data
    bake()

SDFGI Setup

# world_environment.gd
extends WorldEnvironment

func _ready() -> void:
    var env := environment

    # Enable SDFGI
    env.sdfgi_enabled = true
    env.sdfgi_use_occlusion = true
    env.sdfgi_read_sky_light = true

    # Cascades (auto-scale based on camera)
    env.sdfgi_min_cell_size = 0.2  # Detail level
    env.sdfgi_max_distance = 200.0

LightmapGI (Baked Static Lighting)

When to Use

  • Static architecture (buildings, dungeons)
  • Mobile/low-end targets
  • No dynamic geometry

Setup

# Scene structure:
# - LightmapGI node
# - StaticBody3D meshes with GeometryInstance3D.gi_mode = STATIC

# lightmap_baker.gd
extends LightmapGI

func _ready() -> void:
    # Quality settings
    quality = LightmapGI.BAKE_QUALITY_HIGH
    bounces = 3  # Indirect light bounces

    # Bake (editor only, not runtime)
    # Click "Bake Lightmaps" button in editor

Environment & Sky

HDR Skybox

# world_env.gd
extends WorldEnvironment

func _ready() -> void:
    var env := environment

    env.background_mode = Environment.BG_SKY
    var sky := Sky.new()
    var sky_material := PanoramaSkyMaterial.new()
    sky_material.panorama = load("res://hdri/sky.hdr")
    sky.sky_material = sky_material
    env.sky = sky

    # Sky contribution to GI
    env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
    env.ambient_light_sky_contribution = 1.0

Volumetric Fog

extends WorldEnvironment

func _ready() -> void:
    var env := environment

    env.volumetric_fog_enabled = true
    env.volumetric_fog_density = 0.01
    env.volumetric_fog_albedo = Color(0.9, 0.9, 1.0)  # Blueish
    env.volumetric_fog_emission = Color.BLACK

ReflectionProbe

For localized reflections (mirrors, shiny floors):

# 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

# 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

# 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

# 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

# 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.

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).

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

Reference

平台分布

Codex

34.99%
按下载量换算311

Claude

26.76%
按下载量换算238

Cursor

19.79%
按下载量换算176

Gemini CLI

9.77%
按下载量换算87

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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