godot-3d-lighting

Implements Godot 3D lighting with shadow cascades, global illumination, and light probes.

Updated Aug 22, 2026
One-click install
npx skills add https://github.com/DecioLuvier/Shatterless --skill godot-3d-lighting-decioluvier
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot-3d-lighting
Source: https://github.com/DecioLuvier/Shatterless/tree/main/.claude/skills/godot/references/godot-3d-lighting
Command: npx skills add https://github.com/DecioLuvier/Shatterless --skill godot-3d-lighting-decioluvier

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve? Setting up realistic 3D lighting in Godot involves many interacting systems—DirectionalLight3D shadow cascades, OmniLight3D attenuation, VoxelGI vs SDFGI decisions, and LightmapGI baking—where wrong defaults cause light leaking, Peter Panning, shadow atlas overflow, and severe performance loss. ## Core Features & Use Cases - Shadow & Light Tuning: Configure DirectionalLight3D shadow cascade splits, shadow bias correction, and distance-based shadow LOD for OmniLight3D and SpotLight3D. - Global Illumination Workflows: Choose and implement VoxelGI for sealed interiors, SDFGI for outdoor Forward+ scenes, LightmapGI with Shadowmasking for static bakes, or fake bounce GI for Mobile/Compatibility renderers. - Environment & Atmosphere: Blend WorldEnvironment parameters, volumetric fog zones, day/night cycles, and ReflectionProbes via Area3D triggers and Tweens. - Use Case: When building an indoor scene, follow the golden path to load light_probe_manager.gd and lighting_manager.gd, set tight VoxelGI extents per room, and avoid paper-thin walls to prevent light leaking. ## Quick Start Ask the agent to set up outdoor lighting with SDFGI and tuned directional shadow cascades for your Godot 4 scene.

Frequently Asked Questions about godot-3d-lighting

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up DirectionalLight3D shadow cascades in Godot 4?▼

Set directional_shadow_mode to SHADOW_PARALLEL_4_SPLITS and configure split distances such as 10, 50, and 200 meters with directional_shadow_max_distance around 500. Enable directional_shadow_blend_splits for smooth transitions between cascades.

VoxelGI vs SDFGI: which global illumination should I use in Godot?▼

Use VoxelGI for sealed indoor scenes with tightly fitted extents per room, and SDFGI for large outdoor scenes on the Forward+ renderer. SDFGI is unavailable on Mobile and Compatibility renderers, where fake bounce fill lights are the fallback.

Does SDFGI work on the Godot Mobile or Compatibility renderer?▼

No, SDFGI is a Forward+ exclusive feature and does not work on Mobile or Compatibility renderers. For those targets, simulate bounced light with a duplicated DirectionalLight3D pointing upward, shadows disabled, specular at 0, and energy at 10-40%.

Why does VoxelGI light leak through walls in my Godot scene?▼

VoxelGI evaluates lighting on a 3D voxel grid, so walls thinner than one voxel cause severe light leaking. Seal geometry with proper thickness or place hidden thick MeshInstance3D blocks around the exterior, and keep VoxelGI extents per room without overlap.

How many shadow-casting lights can Godot Forward+ handle?▼

Keep budgets tight: 1-2 DirectionalLight3D with shadows, roughly 3-5 shadowed OmniLights, and 2-4 shadowed SpotLights. Exceeding this overflows the clustered shadow atlas, causing flickering or silent quality loss; use distance fade and shadow LOD culling.

Why does hiding a light not exclude it from a LightmapGI bake?▼

The Visible property has no effect on the light baker in Godot. To exclude a light from a LightmapGI bake, change the light's Bake Mode to Disabled instead of toggling visibility.