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Agent Skill · 研究检索

unity-lighting-vfx(Unity lighting VFX 搜索)

unity-lighting-vfx 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

unity-lighting-vfx 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 62,244。

总安装 339周安装 14GitHub Stars 14下载 111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:unity-lighting-vfx(Unity lighting VFX 搜索)
来源仓库:https://github.com/nice-wolf-studio/unity-claude-skills
仓库路径:skills/unity-lighting-vfx
安装命令:
npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-lighting-vfx
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/nice-wolf-studio/unity-claude-skills --skill unity-lighting-vfx

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于 Unity Lighting 与 VFX(视觉效果)相关信息的查找、检索和筛选,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位渲染与特效资料。适用于需要根据关键词或任务场景定位候选结果时使用。通过 npx skills add 命令从 GitHub 仓库安装并使用。

安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。unity-lighting-vfx 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/unity-lighting-vfx

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/nice-wolf-studio/unity-claude-skills --skill u…;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

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

unity-lighting-vfx 怎么安装?

在终端执行 npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-light…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

unity-lighting-vfx 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。

unity-lighting-vfx 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-lighting-vfx 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

unity-lighting-vfx 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。

unity-lighting-vfx 用的人多吗?

公开数据是累计安装 339 次,近一周安装 14 次,下载 111 次,GitHub 14 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。

unity-lighting-vfx 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

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 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。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 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。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
unity-lighting-vfx

Unity lighting VFX 搜索 · 本页

33914执行命令未明确通过

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

Unity Lighting and Visual Effects

Lighting Modes

Unity provides three light modes controlling how illumination is calculated.

Realtime Lights

  • Calculate lighting every frame at runtime
  • Allow dynamic changes to intensity, color, position
  • Cast shadows up to Shadow Distance
  • Contribute only direct lighting by default (no bounced light)
  • Higher runtime cost, especially in complex scenes or low-end hardware
  • Best for: dynamic objects, flickering effects, moving light sources

Baked Lights

  • Calculations performed in the Unity Editor and saved as lighting data to disk
  • At runtime, Unity loads pre-computed data instead of calculating dynamically
  • Bake both direct and indirect lighting into lightmaps
  • Store information in Light Probes for moving objects
  • Cannot modify light properties at runtime; do not illuminate dynamic GameObjects
  • No specular contributions
  • Best for: static scenery, complex indirect lighting, performance-critical scenarios

Mixed Lights

  • Combine baked indirect lighting with real-time direct lighting
  • Behavior depends on the Lighting Mode setting in the Lighting window
  • Cast real-time shadows (not baked soft shadows)
  • Can change properties at runtime (affects real-time component only)
  • Always more expensive than fully baked lighting
  • Best for: dynamic shadows with baked background lighting

Important: All baked/mixed modes require Baked Global Illumination enabled. Without it, Mixed and Baked lights behave as Realtime.

Light Types

Directional Light

  • Located infinitely far away, emits light in one direction
  • Parallel rays, no distance-based intensity falloff
  • Simulates sun/moon; every new scene includes one by default
  • Links to procedural sky system; rotate to create time-of-day effects

Point Light

  • Located at a point, emits in all directions equally
  • Intensity follows inverse square law (diminishes with distance squared)
  • Use for lamps, explosions, local illumination

Spot Light

  • Located at a point, emits in a cone shape
  • Adjustable cone angle; light diminishes at edges (penumbra)
  • Wider angles create larger fade areas
  • Use for flashlights, headlights, searchlights

Area Light

  • Defined by a rectangle or disc; emits uniformly across surface
  • Follows inverse square law; produces soft, subtle shading
  • Bake-only -- not available at runtime
  • Use for street lights, realistic interior lighting

Global Illumination

Global illumination (GI) simulates how light bounces between surfaces, producing realistic indirect lighting.

Baked GI

  • Pre-computes indirect lighting into lightmaps using the Progressive Lightmapper (CPU or GPU)
  • Results stored in lightmap textures and Light Probes
  • Configure in the Lighting window under Bake settings
  • GPU Progressive Lightmapper offers faster bake times with configurable tile sizes

Environment Lighting

Three ambient light sources configured in the Lighting window Environment tab:

  • Skybox: Uses skybox material colors for ambient light from different angles
  • Gradient: Separate sky, horizon, and ground colors with smooth blending
  • Color: Uniform ambient light across the scene

Intensity Multiplier (0-8, default 1) controls ambient brightness.

Environment Reflections

  • Source: Skybox or custom Cubemap/RenderTexture
  • Configurable resolution, compression, intensity multiplier
  • Bounces setting controls reflection evaluation iterations between objects

Light Probes and Adaptive Probe Volumes

Light Probes

  • Capture lighting information in empty space throughout a scene
  • At runtime, indirect lighting for dynamic GameObjects is approximated using nearest probes
  • Provide indirect bounced light for moving objects and LOD system support
  • Must be manually placed using Light Probe Groups
  • Store baked lighting information; work with both direct and indirect lighting

Adaptive Probe Volumes (APV)

APV is the modern replacement for manual Light Probe placement in URP:

  • Automated probe placement -- eliminates manual Light Probe Group positioning
  • Per-pixel lighting -- superior quality compared to per-object approaches
  • Scene baking -- bake multiple scenes together using Baking Sets
  • Runtime adjustments -- Lighting Scenarios and sky occlusion for dynamic changes
  • Large-world support -- streaming data for expansive open-world environments
  • Data flexibility -- loading from AssetBundles or Addressables
  • Configurable probe density and volume size with visualization tools

Reflection Probes

Capture a spherical view of surroundings as a cubemap for reflective materials.

Types

TypeDescription
BakedCaptures static GameObjects only; best performance
CustomAllows dynamic object capture with custom textures
RealtimeUpdates during gameplay; configurable refresh mode

Key Properties

  • Importance: Rendering priority when multiple probes overlap
  • Intensity: Texture brightness in shader calculations
  • Box Projection: Enables projection mapping for interiors (requires URP config)
  • Box Size/Offset: World-space bounding box for reflection contribution
  • Blend Distance: Blending distance for deferred probes

Realtime Options

  • Refresh Mode: On Awake, Every Frame, or Via Scripting
  • Time Slicing: All Faces At Once, Individual Faces, No Time Slicing

Particle System vs VFX Graph

FeatureParticle SystemVFX Graph
SimulationCPU-basedGPU-based
Particle countThousandsMillions
Render pipelineAll pipelinesURP/HDRP only
AuthoringInspector modulesNode-based graph editor
PhysicsBuilt-in collisionCustom collision blocks
ScriptingFull C# APIEvent-based C# API
Sub-emittersNative supportGPU Event contexts
Best forSmall/medium effects, mobileLarge-scale effects, high-end

Decision Guide:

  • Use Particle System for mobile targets, simple effects, when you need full CPU-side scripting control, or when targeting the Built-in Render Pipeline
  • Use VFX Graph for massive particle counts, GPU-driven simulations, complex node-based authoring, or high-end platforms with URP/HDRP

Particle System Modules

ModulePurpose
MainInitial state: lifetime, speed, size, gravity, simulation space
EmissionRate and timing of particle spawns
ShapeVolume/surface for emission and start velocity direction
Velocity over LifetimeModify movement over particle age
NoiseTurbulence for organic, chaotic motion
Limit Velocity over LifetimeNatural deceleration
Force over LifetimeSimulated physics forces
Inherit VelocitySub-emitter particles match parent velocity
Lifetime by Emitter SpeedAdjust lifespan based on emitter velocity
Color over Lifetime / by SpeedColor changes based on age or velocity
Size over Lifetime / by SpeedDimension changes based on time or speed
Rotation over Lifetime / by SpeedOrientation changes
CollisionParticle collisions with scene geometry
TriggersDesignate particles as collision triggers
Sub EmittersParticles that emit other particles
Texture Sheet AnimationTexture grid animation frames
TrailsMotion trail rendering
LightsReal-time lights on particles
External ForcesWind zones and force fields
RendererImage/mesh transform, shading, overdraw
Custom DataAttach custom data to particles

VFX Graph Basics

Systems

  1. Spawn System: Single Spawn Context managing emission
  2. Particle System: Initialize -> Update -> Output succession
  3. Mesh Output System: Single Mesh Output Context

Contexts

  • Spawn: Executes each frame to calculate spawn amounts. States: Running, Idle, Waiting. Configurable loop duration, count, and delays
  • Initialize: Runs at particle birth, sets initial state. Processes Blocks for newly spawned particles. Configurable bounds and capacity
  • Update: Per-frame for all living particles. Automatic: position integration, rotation integration, aging, reaping
  • Output: Renders particles (Quad, Mesh, etc.). No output ports. Customizable rendering blocks

Graph Elements

  • Blocks: Stackable nodes within Contexts; each handles one operation; top-to-bottom execution
  • Operators: Low-level property workflow nodes connecting to Block/Context ports
  • Properties: Connectable via property workflow
  • Settings: Non-connectable editable values per Context

GPU Events

Experimental feature where GPU computes events (vs CPU for normal events). Cannot be customized with Blocks.

Common Patterns (C#)

Create and Configure a Light

using UnityEngine;

public class LightSetup : MonoBehaviour
{
    void Start()
    {
        GameObject lightObj = new GameObject("Dynamic Light");
        Light light = lightObj.AddComponent<Light>();
        light.type = LightType.Point;
        light.color = Color.yellow;
        light.intensity = 2.0f;
        light.range = 15f;
        light.shadows = LightShadows.Soft;
        light.shadowResolution = UnityEngine.Rendering.LightShadowResolution.Medium;
    }
}

Create a Realtime Reflection Probe

using UnityEngine;
using UnityEngine.Rendering;

public class ProbeSetup : MonoBehaviour
{
    void Start()
    {
        GameObject probeObj = new GameObject("Realtime Reflection Probe");
        ReflectionProbe probe = probeObj.AddComponent<ReflectionProbe>();
        probe.size = new Vector3(10, 10, 10);
        probe.mode = ReflectionProbeMode.Realtime;
        probe.refreshMode = ReflectionProbeRefreshMode.EveryFrame;
        probe.resolution = 256;
        probe.hdr = true;
    }
}

Control Particle System at Runtime

using UnityEngine;

public class ParticleController : MonoBehaviour
{
    ParticleSystem ps;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();

        // Modify emission rate -- cache module in local variable first
        var emission = ps.emission;
        emission.rateOverTimeMultiplier = 50f;

        // Modify main module
        var main = ps.main;
        main.startLifetime = 3f;
        main.startSpeed = 5f;
        main.simulationSpace = ParticleSystemSimulationSpace.World;
    }

    void OnTriggerEnter(Collider other)
    {
        // Burst emit particles
        ps.Emit(100);
    }

    void OnDisable()
    {
        ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
    }
}

VFX Graph Runtime Control

using UnityEngine;
using UnityEngine.VFX;

public class VFXController : MonoBehaviour
{
    VisualEffect vfx;
    VFXEventAttribute eventAttr;

    void Start()
    {
        vfx = GetComponent<VisualEffect>();
        eventAttr = vfx.CreateVFXEventAttribute();

        // Set exposed properties
        vfx.SetFloat("SpawnRate", 100f);
        vfx.SetVector3("Direction", Vector3.up);
        vfx.playRate = 1.5f;
    }

    void OnTriggerEnter(Collider other)
    {
        // Send custom event with attributes
        eventAttr.SetVector3("position", other.transform.position);
        vfx.SendEvent("OnHit", eventAttr);
    }

    public void StopEffect()
    {
        vfx.Stop();
    }
}

Refresh Reflection Probe on Demand

using UnityEngine;

public class ProbeRefresher : MonoBehaviour
{
    ReflectionProbe probe;

    void Start()
    {
        probe = GetComponent<ReflectionProbe>();
        probe.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting;
    }

    public void RefreshReflections()
    {
        probe.RenderProbe();
    }

    public bool IsReady()
    {
        return probe.IsFinishedRendering(probe.RenderProbe());
    }
}

Anti-Patterns

Lighting Anti-Patterns

  1. Too many Realtime lights: Each realtime light adds per-frame cost. Use Baked or Mixed for static lights
  2. Forgetting to enable Baked Global Illumination: Mixed/Baked lights silently fall back to Realtime without it
  3. Overlapping Reflection Probes without Importance values: Causes flickering; always set Importance to establish priority
  4. Using Area Lights expecting runtime behavior: Area lights are bake-only; they produce no light at runtime
  5. Ignoring Indirect Multiplier: Leaving at default can cause over-bright or too-dark bounced light; tune per light
  6. Not setting Shadow Bias correctly: Too low causes self-shadowing artifacts (shadow acne); too high causes peter-panning (shadows detach from objects)
  7. Manual Light Probe placement in large scenes: Use Adaptive Probe Volumes (APV) in URP instead for automated, per-pixel quality

Particle System Anti-Patterns

  1. Not caching module references: Each property access on a module struct immediately writes to native code; cache the module variable
  2. Using World simulation space for attached effects: Particles drift away from moving parents; use Local space for attached FX
  3. Excessive particle counts on CPU: Particle System is CPU-bound; for >10K particles, consider VFX Graph
  4. Forgetting to Stop/Clear: Leaked particle systems consume CPU even when invisible

VFX Graph Anti-Patterns

  1. Using VFX Graph for simple effects on mobile: GPU overhead and URP/HDRP requirement make it overkill for simple mobile effects
  2. Not setting Capacity in Initialize: Default capacity may allocate too much or too little GPU memory
  3. Ignoring Bounds: Incorrect bounds cause effects to be culled when visible; always configure bounds in Initialize context
  4. Sending events every frame without throttling: SendEvent has CPU-GPU sync cost; batch or throttle event dispatch

Key API Quick Reference

Light (UnityEngine.Light)

MemberTypeDescription
typePropertyLightType (Directional, Point, Spot, Area)
colorPropertyEmitted light color
intensityPropertyBrightness multiplier
rangePropertyMax distance (Point/Spot)
spotAngle / innerSpotAnglePropertyOuter/inner cone angles
shadowsPropertyLightShadows (None, Hard, Soft)
shadowResolutionPropertyShadow map quality
shadowBias / shadowNormalBiasPropertyShadow artifact reduction
bounceIntensityPropertyGI bounce strength
cookiePropertyProjected texture mask
cullingMaskPropertyLayer-based filtering
colorTemperaturePropertyCCT in Kelvin
lightmapBakeTypePropertyBaking configuration
bakingOutputPropertyLast bake contribution details
AddCommandBuffer()MethodExecute GPU commands at specified points

ParticleSystem (UnityEngine.ParticleSystem)

MemberTypeDescription
main / emission / shapePropertyModule access structs
particleCountPropertyCurrent active particles
isPlaying / isPaused / isStoppedPropertyPlayback state
Play() / Pause() / Stop()MethodPlayback control
Emit(count)MethodImmediate particle spawn
Simulate(time)MethodFast-forward simulation
GetParticles() / SetParticles()MethodDirect particle data access
Clear()MethodRemove all particles
TriggerSubEmitter()MethodActivate sub-emitters

VisualEffect (UnityEngine.VFX.VisualEffect)

MemberTypeDescription
visualEffectAssetPropertyAssign/change effect graph
playRatePropertySimulation speed
aliveParticleCountPropertyActive particle count
Play() / Stop() / Reinit()MethodPlayback control
SendEvent(name, attr)MethodTrigger graph events
CreateVFXEventAttribute()MethodCreate event payload
SetFloat() / SetVector3() / etc.MethodSet exposed properties
GetFloat() / GetVector3() / etc.MethodRead exposed properties
HasFloat() / HasVector3() / etc.MethodCheck property existence
ResetOverride(property)MethodRestore original values

ReflectionProbe (UnityEngine.ReflectionProbe)

MemberTypeDescription
modePropertyBaked/Custom/Realtime
size / centerPropertyBounding box config
intensity / importancePropertyBrightness and priority
boxProjectionPropertyEnable box projection
refreshMode / timeSlicingModePropertyRealtime update config
RenderProbe()MethodForce cubemap refresh
IsFinishedRendering()MethodCheck time-sliced completion
BlendCubemap()MethodBlend two cubemaps

Related Skills

  • unity-graphics -- Render pipelines (URP/HDRP/Built-in), shaders, materials, cameras
  • unity-2d -- 2D lighting (URP 2D Renderer), sprite rendering
  • unity-platforms -- Platform-specific lighting quality tiers, mobile optimization

Additional Resources

平台分布

Codex

34.11%
按下载量换算38

Claude

27.35%
按下载量换算30

Cursor

19.19%
按下载量换算21

Gemini CLI

10.07%
按下载量换算11

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-lighting-vfx 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

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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